Merge branch 'main' into ShipSpawn

This commit is contained in:
Vladislav Khorev 2026-03-05 10:24:17 +03:00
commit 70ef730e86
13 changed files with 292 additions and 152 deletions

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@ -63,8 +63,6 @@ set(SOURCES
../src/network/LocalClient.cpp ../src/network/LocalClient.cpp
../src/network/ClientState.h ../src/network/ClientState.h
../src/network/ClientState.cpp ../src/network/ClientState.cpp
../src/network/WebSocketClient.h
../src/network/WebSocketClient.cpp
../src/network/WebSocketClientBase.h ../src/network/WebSocketClientBase.h
../src/network/WebSocketClientBase.cpp ../src/network/WebSocketClientBase.cpp
../src/network/WebSocketClientEmscripten.h ../src/network/WebSocketClientEmscripten.h
@ -95,10 +93,7 @@ set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "" FORCE)
add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build) add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build)
# Линковка: target_link_libraries(space-game001 PRIVATE zip z websocket.js)
# 'zip' берется из add_subdirectory
# 'z' - это системный zlib Emscripten-а (флаг -sUSE_ZLIB=1 добавим ниже)
target_link_libraries(space-game001 PRIVATE zip z websocket)
# Эмскриптен-флаги # Эмскриптен-флаги
set(EMSCRIPTEN_FLAGS set(EMSCRIPTEN_FLAGS
@ -107,8 +102,8 @@ set(EMSCRIPTEN_FLAGS
"-sUSE_LIBPNG=1" "-sUSE_LIBPNG=1"
"-sUSE_ZLIB=1" "-sUSE_ZLIB=1"
"-sUSE_SDL_TTF=2" "-sUSE_SDL_TTF=2"
"-pthread" #"-pthread"
"-sUSE_PTHREADS=1" #"-sUSE_PTHREADS=1"
"-fexceptions" "-fexceptions"
"-DNETWORK" "-DNETWORK"
) )
@ -120,8 +115,9 @@ target_compile_options(space-game001 PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
set(EMSCRIPTEN_LINK_FLAGS set(EMSCRIPTEN_LINK_FLAGS
${EMSCRIPTEN_FLAGS} ${EMSCRIPTEN_FLAGS}
"-O2" "-O2"
"-sPTHREAD_POOL_SIZE=4" #"-sPTHREAD_POOL_SIZE=4"
"-sALLOW_MEMORY_GROWTH=1" "-sALLOW_MEMORY_GROWTH=1"
"-sFULL_ES3=1"
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png" "--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png"
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders" "--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders"
) )

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@ -3,6 +3,7 @@
Activate the environment: Activate the environment:
``` ```
C:\Work\Projects\emsdk\emsdk.bat install latest
C:\Work\Projects\emsdk\emsdk.bat activate latest C:\Work\Projects\emsdk\emsdk.bat activate latest
C:\Work\Projects\emsdk\emsdk_env.bat C:\Work\Projects\emsdk\emsdk_env.bat
``` ```

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@ -0,0 +1,2 @@
<!doctypehtml><html lang=en-us><head><meta charset=utf-8><meta content="text/html; charset=utf-8"http-equiv=Content-Type><title>Emscripten-Generated Code</title><style>body{font-family:arial;margin:0;padding:none}.emscripten{padding-right:0;margin-left:auto;margin-right:auto;display:block}div.emscripten{text-align:center}div.emscripten_border{border:1px solid #000}canvas.emscripten{border:0 none;background-color:#000}#emscripten_logo{display:inline-block;margin:0;padding:6px;width:265px}.spinner{height:30px;width:30px;margin:0;margin-top:20px;margin-left:20px;display:inline-block;vertical-align:top;-webkit-animation:rotation .8s linear infinite;-moz-animation:rotation .8s linear infinite;-o-animation:rotation .8s linear infinite;animation:rotation .8s linear infinite;border-left:5px solid #ebebeb;border-right:5px solid #ebebeb;border-bottom:5px solid #ebebeb;border-top:5px solid #787878;border-radius:100%;background-color:#bdd72e}@-webkit-keyframes rotation{from{-webkit-transform:rotate(0)}to{-webkit-transform:rotate(360deg)}}@-moz-keyframes rotation{from{-moz-transform:rotate(0)}to{-moz-transform:rotate(360deg)}}@-o-keyframes rotation{from{-o-transform:rotate(0)}to{-o-transform:rotate(360deg)}}@keyframes rotation{from{transform:rotate(0)}to{transform:rotate(360deg)}}#status{display:inline-block;vertical-align:top;margin-top:30px;margin-left:20px;font-weight:700;color:#787878}#progress{height:20px;width:300px}#controls{display:inline-block;float:right;vertical-align:top;margin-top:30px;margin-right:20px}#output{width:100%;height:200px;margin:0 auto;margin-top:10px;border-left:0;border-right:0px;padding-left:0;padding-right:0;display:block;background-color:#000;color:#fff;font-family:'Lucida Console',Monaco,monospace;outline:0}</style></head><body><script src="https://cdn.jsdelivr.net/npm/eruda"></script>
<script>eruda.init();</script><a href=http://emscripten.org><img id=emscripten_logo src=""></a><div class=spinner id=spinner></div><div class=emscripten id=status>Downloading...</div><span id=controls><span><input type=checkbox id=resize>Resize canvas</span> <span><input type=checkbox id=pointerLock checked>Lock/hide mouse pointer    </span><span><input type=button onclick='Module.requestFullscreen(document.getElementById("pointerLock").checked,document.getElementById("resize").checked)'value=Fullscreen></span></span><div class=emscripten><progress hidden id=progress max=100 value=0></progress></div><div class=emscripten_border><canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas></div><textarea id=output rows=8></textarea><script>var statusElement=document.getElementById("status"),progressElement=document.getElementById("progress"),spinnerElement=document.getElementById("spinner"),canvasElement=document.getElementById("canvas"),outputElement=document.getElementById("output");outputElement&&(outputElement.value=""),canvasElement.addEventListener("webglcontextlost",(e=>{alert("WebGL context lost. You will need to reload the page."),e.preventDefault()}),!1);var Module={print(...e){if(console.log(...e),outputElement){var t=e.join(" ");outputElement.value+=t+"\n",outputElement.scrollTop=outputElement.scrollHeight}},canvas:canvasElement,setStatus(e){if(Module.setStatus.last||(Module.setStatus.last={time:Date.now(),text:""}),e!==Module.setStatus.last.text){var t=e.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/),n=Date.now();t&&n-Module.setStatus.last.time<30||(Module.setStatus.last.time=n,Module.setStatus.last.text=e,t?(e=t[1],progressElement.value=100*parseInt(t[2]),progressElement.max=100*parseInt(t[4]),progressElement.hidden=!1,spinnerElement.hidden=!1):(progressElement.value=null,progressElement.max=null,progressElement.hidden=!0,e||(spinnerElement.style.display="none")),statusElement.innerHTML=e)}},totalDependencies:0,monitorRunDependencies(e){this.totalDependencies=Math.max(this.totalDependencies,e),Module.setStatus(e?"Preparing... ("+(this.totalDependencies-e)+"/"+this.totalDependencies+")":"All downloads complete.")}};Module.setStatus("Downloading..."),window.onerror=e=>{Module.setStatus("Exception thrown, see JavaScript console"),spinnerElement.style.display="none",Module.setStatus=e=>{e&&console.error("[post-exception status] "+e)}}</script><script async src="space-game001.js" crossorigin="anonymous"></script></body></html>

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@ -502,7 +502,7 @@ private:
float len = worldForward.norm(); float len = worldForward.norm();
if (len > 1e-6f) worldForward /= len; if (len > 1e-6f) worldForward /= len;
pr.vel = worldForward * velocity; pr.vel = worldForward * velocity;
pr.lifeMs = 5000.0f; pr.lifeMs = 15000.0f;
g_projectiles.push_back(pr); g_projectiles.push_back(pr);
std::cout << "Server: Created projectile from player " << id_ std::cout << "Server: Created projectile from player " << id_
@ -670,9 +670,7 @@ void update_world(net::steady_timer& timer, net::io_context& ioc) {
if (!session->fetchStateAtTime(now, targetState)) continue; if (!session->fetchStateAtTime(now, targetState)) continue;
Eigen::Vector3f diff = pr.pos - targetState.position; Eigen::Vector3f diff = pr.pos - targetState.position;
const float shipRadius = 15.0f; float combinedRadius = shipCollisionRadius + projectileHitRadius;
const float projectileRadius = 1.5f;
float combinedRadius = shipRadius + projectileRadius;
if (diff.squaredNorm() <= combinedRadius * combinedRadius) { if (diff.squaredNorm() <= combinedRadius * combinedRadius) {
DeathInfo death; DeathInfo death;

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@ -58,9 +58,9 @@ namespace ZL
#endif #endif
Game::Game() Game::Game()
: window(nullptr) : /*window(nullptr)
, glContext(nullptr) , glContext(nullptr)
, newTickCount(0) , */newTickCount(0)
, lastTickCount(0) , lastTickCount(0)
, menuManager(renderer) , menuManager(renderer)
, space(renderer, taskManager, mainThreadHandler, networkClient, menuManager) , space(renderer, taskManager, mainThreadHandler, networkClient, menuManager)
@ -68,12 +68,13 @@ namespace ZL
} }
Game::~Game() { Game::~Game() {
/*
if (glContext) { if (glContext) {
SDL_GL_DeleteContext(glContext); SDL_GL_DeleteContext(glContext);
} }
if (window) { if (window) {
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
} }*/
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
// In Emscripten, SDL must stay alive across context loss/restore cycles // In Emscripten, SDL must stay alive across context loss/restore cycles
// so the window remains valid when the game object is re-created. // so the window remains valid when the game object is re-created.
@ -82,7 +83,8 @@ namespace ZL
} }
void Game::setup() { void Game::setup() {
glContext = SDL_GL_CreateContext(ZL::Environment::window); //glContext = SDL_GL_CreateContext(ZL::Environment::window);
//glContext = in_glContext;
Environment::computeProjectionDimensions(); Environment::computeProjectionDimensions();
@ -102,19 +104,23 @@ namespace ZL
loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE)); loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE));
#endif #endif
loadingMesh.data = CreateRect2D({ Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, { Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, 3); loadingMesh.data = CreateRect2D({ 0.5f, 0.5f }, { 0.5f, 0.5f }, 3);
loadingMesh.RefreshVBO(); loadingMesh.RefreshVBO();
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
// Asynchronously download resources.zip; setupPart2() is called on completion. // Asynchronously download resources.zip; setupPart2() is called on completion.
// The loading screen stays visible until the download finishes. // The loading screen stays visible until the download finishes.
s_instance = this; s_instance = this;
std::cout << "Load resurces step 1" << std::endl;
emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError); emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError);
#else #else
mainThreadHandler.EnqueueMainThreadTask([this]() { mainThreadHandler.EnqueueMainThreadTask([this]() {
std::cout << "Load resurces step 2" << std::endl;
this->setupPart2(); this->setupPart2();
std::cout << "Load resurces step 3" << std::endl;
}); });
#endif #endif
} }
@ -175,6 +181,12 @@ namespace ZL
std::cerr << "Sent JOIN: " << joinMsg << std::endl; std::cerr << "Sent JOIN: " << joinMsg << std::endl;
} }
space.boxCoordsArr.clear();
space.boxRenderArr.clear();
//space.boxLabels.clear();
space.boxAlive.clear();
space.serverBoxesApplied = false;
lastTickCount = 0; lastTickCount = 0;
spaceGameStarted = 1; spaceGameStarted = 1;
}; };
@ -250,12 +262,12 @@ namespace ZL
renderer.EnableVertexAttribArray(vPositionName); renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName); renderer.EnableVertexAttribArray(vTexCoordName);
float width = Environment::projectionWidth; //float width = Environment::projectionWidth;
float height = Environment::projectionHeight; //float height = Environment::projectionHeight;
renderer.PushProjectionMatrix( renderer.PushProjectionMatrix(
0, width, 0, 1,
0, height, 0, 1,
-10, 10); -10, 10);
renderer.PushMatrix(); renderer.PushMatrix();
@ -276,8 +288,7 @@ namespace ZL
int64_t Game::getSyncTimeMs() { int64_t Game::getSyncTimeMs() {
int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>( int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()).count(); std::chrono::system_clock::now().time_since_epoch()).count();
// Добавляем смещение, полученное от сервера if(networkClient)
if (networkClient)
{ {
return localNow + networkClient->getTimeOffset(); return localNow + networkClient->getTimeOffset();
} }
@ -318,10 +329,10 @@ namespace ZL
} }
void Game::render() { void Game::render() {
SDL_GL_MakeCurrent(ZL::Environment::window, glContext); //SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
ZL::CheckGlError(); ZL::CheckGlError();
glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawScene(); drawScene();
@ -441,12 +452,12 @@ namespace ZL
render(); render();
if (networkClient) { if (networkClient) {
#ifndef NETWORK //#ifndef NETWORK
auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get()); auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
if (localClient) { if (localClient) {
localClient->setLocalPlayerState(Environment::shipState); localClient->setLocalPlayerState(Environment::shipState);
} }
#endif //#endif
networkClient->Poll(); networkClient->Poll();
#ifdef NETWORK #ifdef NETWORK
auto* wsBase = dynamic_cast<ZL::WebSocketClientBase*>(networkClient.get()); auto* wsBase = dynamic_cast<ZL::WebSocketClientBase*>(networkClient.get());

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@ -60,8 +60,8 @@ namespace ZL {
static void onResourcesZipError(const char* filename); static void onResourcesZipError(const char* filename);
#endif #endif
SDL_Window* window; //SDL_Window* window;
SDL_GLContext glContext; //SDL_GLContext glContext;
int64_t newTickCount; int64_t newTickCount;
int64_t lastTickCount; int64_t lastTickCount;

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@ -1147,67 +1147,112 @@ namespace ZL
Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f }; Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
// скорость цели в мире (вектор) // скорость цели в мире (вектор)
Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity; // Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
float shooterSpeed = std::abs(Environment::shipState.velocity);
// В нашей физике линейная скорость корабля всегда направлена по его forward (-Z)
// Когда игрок наводится на lead indicator, forward (и скорость) становятся сонаправлены с выстрелом
// поэтому эффективная скорость снаряда в мире ≈ muzzle + shipSpeed.
const float effectiveProjectileSpeed = projectileSpeed + shooterSpeed;
Vector3f shooterVel = Vector3f::Zero(); // скорость уже учтена в effectiveProjectileSpeed
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity; Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
// ВАЖНО: remote state берется на now_ms - CLIENT_DELAY
// Значит shipWorld - это позиция ~0.5 сек назад.
// Для корректного lead нужно предсказать положение цели на сейчас
const float clientDelaySec = (float)CLIENT_DELAY / 1000.0f;
Vector3f targetPosNow = shipWorld + targetVel * clientDelaySec;
const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах) const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
bool targetMoving = (targetVel.norm() > minTargetSpeed); bool targetMoving = (targetVel.norm() > minTargetSpeed);
// альфа круга // альфа круга
float leadAlpha = targetMoving ? 1.0f : 0.5f; float leadAlpha = targetMoving ? 1.0f : 0.5f;
Vector3f leadWorld = shipWorld; Vector3f leadWorld = targetPosNow;
bool haveLead = false; bool haveLead = false;
// чтобы круг не улетал далеко: максимум 4 секунды (подстроить под игру) // Дистанцию лучше считать от реальной точки вылета
float distToTarget = (Environment::shipState.position - shipWorld).norm(); float distToTarget = (shooterPos - targetPosNow).norm();
float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f); // Максимальное время перехвата ограничиваем жизнью пули
const float projectileLifeSec = (float)PROJECTILE_LIFE / 1000.0f;
float maxLeadTime = std::clamp((distToTarget / effectiveProjectileSpeed) * 1.25f, 0.01f, projectileLifeSec * 0.98f);
if (!targetMoving) { if (!targetMoving) {
// Цель стоит: рисуем lead прямо на ней, но полупрозрачный // Цель стоит: рисуем lead прямо на ней, но полупрозрачный
leadWorld = shipWorld; leadWorld = targetPosNow;
haveLead = true; haveLead = true;
} }
else { else {
float tLead = 0.0f; float tLead = 0.0f;
// 1) Пытаемся “правильное” решение перехвата // 1) Пытаемся “правильное” решение перехвата
bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead); bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, targetPosNow, targetVel, effectiveProjectileSpeed, tLead);
// 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок") // 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок")
// Это ключевое изменение: lead всегда будет. // Это ключевое изменение: lead всегда будет.
if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) { if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
tLead = std::clamp(distToTarget / projectileSpeed, 0.05f, maxLeadTime); tLead = std::clamp(distToTarget / effectiveProjectileSpeed, 0.05f, maxLeadTime);
} }
leadWorld = shipWorld + targetVel * tLead; leadWorld = targetPosNow + targetVel * tLead;
haveLead = true; haveLead = true;
} }
// 2) проекция // Проекция цели (для рамок/стрелки)
float ndcX, ndcY, ndcZ, clipW; float ndcX, ndcY, ndcZ, clipW;
if (!projectToNDC(shipWorld, ndcX, ndcY, ndcZ, clipW)) return; if (!projectToNDC(shipWorld, ndcX, ndcY, ndcZ, clipW)) return;
// behind camera?
bool behind = (clipW <= 0.0f); bool behind = (clipW <= 0.0f);
// on-screen check (NDC)
bool onScreen = (!behind && bool onScreen = (!behind &&
ndcX >= -1.0f && ndcX <= 1.0f && ndcX >= -1.0f && ndcX <= 1.0f &&
ndcY >= -1.0f && ndcY <= 1.0f); ndcY >= -1.0f && ndcY <= 1.0f);
// 3) расстояние
float dist = (Environment::shipState.position - shipWorld).norm(); float dist = (Environment::shipState.position - shipWorld).norm();
// time for arrow bob
float t = static_cast<float>(SDL_GetTicks64()) * 0.001f; float t = static_cast<float>(SDL_GetTicks64()) * 0.001f;
// 4) Настройки стиля // Проекция Lead
float leadNdcX = 0.f, leadNdcY = 0.f, leadNdcZ = 0.f, leadClipW = 0.f;
bool leadOnScreen = false;
if (haveLead) {
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
leadOnScreen =
(leadNdcX >= -1.0f && leadNdcX <= 1.0f &&
leadNdcY >= -1.0f && leadNdcY <= 1.0f);
}
}
// Настройки HUD стилизация
Eigen::Vector4f enemyColor(1.f, 0.f, 0.f, 1.f); // красный Eigen::Vector4f enemyColor(1.f, 0.f, 0.f, 1.f); // красный
float thickness = 2.0f; // толщина линий (px) float thickness = 2.0f; // толщина линий (px)
float z = 0.0f; // 2D слой float z = 0.0f; // 2D слой
// 5) Если цель в кадре: рисуем скобки auto drawLeadRing2D = [&](float lx, float ly)
{
float distLead = (Environment::shipState.position - leadWorld).norm();
float r = 30.0f / (distLead * 0.01f + 1.0f);
r = std::clamp(r, 6.0f, 18.0f);
float thicknessPx = 2.5f;
float innerR = max(1.0f, r - thicknessPx);
float outerR = r + thicknessPx;
Eigen::Vector4f leadColor = enemyColor;
leadColor.w() = leadAlpha;
renderer.RenderUniform4fv("uColor", leadColor.data());
VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
hudTempMesh.AssignFrom(ring);
renderer.DrawVertexRenderStruct(hudTempMesh);
// вернуть цвет HUD обратно
renderer.RenderUniform4fv("uColor", enemyColor.data());
};
// Цель в кадре: рамки
if (onScreen) if (onScreen)
{ {
// перевод NDC -> экран (в пикселях) // перевод NDC -> экран (в пикселях)
@ -1256,40 +1301,9 @@ namespace ZL
renderer.LoadIdentity(); renderer.LoadIdentity();
renderer.EnableVertexAttribArray("vPosition"); renderer.EnableVertexAttribArray("vPosition");
renderer.RenderUniform4fv("uColor", enemyColor.data());
Eigen::Vector4f hudColor = enemyColor; // рамки
renderer.RenderUniform4fv("uColor", hudColor.data());
if (haveLead) {
float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
if (leadNdcX >= -1 && leadNdcX <= 1 && leadNdcY >= -1 && leadNdcY <= 1) {
float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
float distLead = (Environment::shipState.position - leadWorld).norm();
float r = 30.0f / (distLead * 0.01f + 1.0f);
r = std::clamp(r, 6.0f, 18.0f);
float thicknessPx = 2.5f;
float innerR = max(1.0f, r - thicknessPx);
float outerR = r + thicknessPx;
Eigen::Vector4f leadColor = enemyColor;
leadColor.w() = leadAlpha;
renderer.RenderUniform4fv("uColor", leadColor.data());
VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
hudTempMesh.AssignFrom(ring);
renderer.DrawVertexRenderStruct(hudTempMesh);
renderer.RenderUniform4fv("uColor", hudColor.data());
}
}
}
renderer.EnableVertexAttribArray("vPosition");
drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness); drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness);
drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen); drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen);
@ -1302,9 +1316,14 @@ namespace ZL
drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness); drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness);
drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen); drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen);
// LEAD — независимо от рамок: если его точка на экране, рисуем
if (haveLead && leadOnScreen) {
float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
drawLeadRing2D(lx, ly);
}
renderer.DisableVertexAttribArray("vPosition"); renderer.DisableVertexAttribArray("vPosition");
renderer.PopMatrix(); renderer.PopMatrix();
renderer.PopProjectionMatrix(); renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader(); renderer.shaderManager.PopShader();
@ -1316,6 +1335,8 @@ namespace ZL
return; return;
} }
// Цель вне экрана: стрелка
float dirX = ndcX; float dirX = ndcX;
float dirY = ndcY; float dirY = ndcY;
@ -1388,18 +1409,30 @@ namespace ZL
renderer.PushMatrix(); renderer.PushMatrix();
renderer.LoadIdentity(); renderer.LoadIdentity();
renderer.EnableVertexAttribArray("vPosition");
renderer.RenderUniform4fv("uColor", enemyColor.data());
// стрелка
drawTri(tip, left, right); drawTri(tip, left, right);
float tailLen = 14.0f; float tailLen = 14.0f;
float tailX = edgeX - dirX * 6.0f; float tailX = edgeX - dirX * 6.0f;
float tailY = edgeY - dirY * 6.0f; float tailY = edgeY - dirY * 6.0f;
drawBar(tailX, tailY, max(thickness, tailLen), thickness); drawBar(tailX, tailY, max(thickness, tailLen), thickness);
// LEAD — рисуем даже когда цель вне экрана (если lead точка на экране)
if (haveLead && leadOnScreen) {
float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
drawLeadRing2D(lx, ly);
}
renderer.DisableVertexAttribArray("vPosition");
renderer.PopMatrix(); renderer.PopMatrix();
renderer.PopProjectionMatrix(); renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader(); renderer.shaderManager.PopShader();
// дистанция около стрелки
{ {
std::string d = std::to_string((int)dist) + "m"; std::string d = std::to_string((int)dist) + "m";
float tx = edgeX + px * 18.0f; float tx = edgeX + px * 18.0f;
@ -1425,7 +1458,7 @@ namespace ZL
firePressed = false; firePressed = false;
if (now_ms - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) { if (now_ms - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
lastProjectileFireTime = now_ms; lastProjectileFireTime = now_ms;
const float projectileSpeed = 250.0f; const float projectileSpeed = PROJECTILE_VELOCITY;
this->fireProjectiles(); this->fireProjectiles();
@ -1433,7 +1466,7 @@ namespace ZL
Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized(); Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized();
Eigen::Vector3f centerPos = Environment::shipState.position + Eigen::Vector3f centerPos = Environment::shipState.position +
Environment::shipState.rotation * Vector3f{ 0, 0.9f, 5.0f }; Environment::shipState.rotation * Vector3f{ 0, 0.9f - 6.0f, 5.0f };
Eigen::Quaternionf q(Environment::shipState.rotation); Eigen::Quaternionf q(Environment::shipState.rotation);
float speedToSend = projectileSpeed + Environment::shipState.velocity; float speedToSend = projectileSpeed + Environment::shipState.velocity;
@ -1747,8 +1780,8 @@ namespace ZL
const float size = 0.5f; const float size = 0.5f;
for (const auto& pi : pending) { for (const auto& pi : pending) {
const std::vector<Vector3f> localOffsets = { const std::vector<Vector3f> localOffsets = {
Vector3f{ -1.5f, 0.9f, 5.0f }, Vector3f{ -1.5f, 0.9f - 6.0f, 5.0f },
Vector3f{ 1.5f, 0.9f, 5.0f } Vector3f{ 1.5f, 0.9f - 6.0f, 5.0f }
}; };
Vector3f localForward = { 0, 0, -1 }; Vector3f localForward = { 0, 0, -1 };

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@ -16,37 +16,47 @@
// For Android and Desktop a plain global value is used (no context loss). // For Android and Desktop a plain global value is used (no context loss).
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
ZL::Game* g_game = nullptr; ZL::Game* g_game = nullptr;
//static SDL_Window* win_x = nullptr;
static SDL_GLContext glContext_x; // Не указатель, а сам объект (который суть void*)
#else #else
ZL::Game game; ZL::Game game;
#endif #endif
void MainLoop() {
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
if (g_game) g_game->update(); void MainLoop() {
#else // SDL_GL_MakeCurrent тут не нужен каждый раз
game.update(); /*glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
#endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(ZL::Environment::window);*/
g_game->update();
} }
#else
void MainLoop() {
game.update();
}
#endif
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) { EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
delete g_game; //delete g_game;
g_game = nullptr; //g_game = nullptr;
return EM_TRUE; return EM_TRUE;
} }
EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) { EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
g_game = new ZL::Game(); //g_game = new ZL::Game();
g_game->setup(); //g_game->setup();
return EM_TRUE; return EM_TRUE;
} }
static void applyResize(int logicalW, int logicalH) { static void applyResize(int logicalW, int logicalH) {
// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung) // Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
double dpr = emscripten_get_device_pixel_ratio(); //double dpr = emscripten_get_device_pixel_ratio();
double dpr = 1; // low quality
// Вычисляем реальные физические пиксели // Вычисляем реальные физические пиксели
int physicalW = static_cast<int>(logicalW * dpr); int physicalW = static_cast<int>(logicalW * dpr);
@ -91,6 +101,44 @@ EM_BOOL onFullscreenChanged(int /*eventType*/, const EmscriptenFullscreenChangeE
return EM_FALSE; return EM_FALSE;
} }
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Для WebGL 2.0
ZL::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
glContext_x = SDL_GL_CreateContext(ZL::Environment::window);
SDL_GL_MakeCurrent(ZL::Environment::window, glContext_x);
g_game = new ZL::Game();
g_game->setup();
emscripten_set_webglcontextlost_callback("#canvas", nullptr, EM_TRUE, onWebGLContextLost);
emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
// Keep Environment::width/height in sync when the canvas is resized.
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
// Получаем реальные размеры окна браузера на момент запуска
int canvasW = EM_ASM_INT({ return window.innerWidth; });
int canvasH = EM_ASM_INT({ return window.innerHeight; });
// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
applyResize(canvasW, canvasH);
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
emscripten_set_main_loop(MainLoop, 0, 1);
return 0;
}
#endif #endif
@ -178,7 +226,9 @@ extern "C" int SDL_main(int argc, char* argv[]) {
} }
#else #endif
#ifdef WIN32_LEAN_AND_MEAN
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
try try
@ -192,7 +242,7 @@ int main(int argc, char *argv[]) {
ZL::Environment::height = CONST_HEIGHT; ZL::Environment::height = CONST_HEIGHT;
#ifdef EMSCRIPTEN /*#ifdef EMSCRIPTEN
if (SDL_Init(SDL_INIT_VIDEO) != 0) { if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl; std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
return 1; return 1;
@ -251,7 +301,7 @@ int main(int argc, char *argv[]) {
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0"); SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
emscripten_set_main_loop(MainLoop, 0, 1); emscripten_set_main_loop(MainLoop, 0, 1);
#else #else*/
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
SDL_Log("SDL init failed: %s", SDL_GetError()); SDL_Log("SDL init failed: %s", SDL_GetError());
return 1; return 1;
@ -277,7 +327,7 @@ int main(int argc, char *argv[]) {
game.update(); game.update();
SDL_Delay(2); SDL_Delay(2);
} }
#endif //#endif
} }
catch (const std::exception& e) catch (const std::exception& e)

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@ -418,11 +418,13 @@ namespace ZL {
pinfo.position = pr.pos; pinfo.position = pr.pos;
pinfo.rotation = dir.toRotationMatrix(); pinfo.rotation = dir.toRotationMatrix();
pinfo.velocity = velocity; pinfo.velocity = velocity;
pendingProjectiles.push_back(pinfo);
std::cout << "LocalClient: Created projectile at pos (" << shotPos.x() << ", " if (pinfo.shooterId != GetClientId()) {
pendingProjectiles.push_back(pinfo);
}
std::cout << "LocalClient: Created server projectile at pos (" << shotPos.x() << ", "
<< shotPos.y() << ", " << shotPos.z() << ") vel (" << pr.vel.x() << ", " << shotPos.y() << ", " << shotPos.z() << ") vel (" << pr.vel.x() << ", "
<< pr.vel.y() << ", " << pr.vel.z() << ")" << std::endl; << pr.vel.y() << ", " << pr.vel.z() << ") shooter=" << pr.shooterId << std::endl;
} }
} }
} }

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@ -7,8 +7,8 @@
namespace ZL { namespace ZL {
void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) { void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) {
// Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost // Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost
std::string url = "ws://" + host + ":" + std::to_string(port); //std::string url = "ws://" + host + ":" + std::to_string(port);
//std::string url = "wss://api.spacegame.fishrungames.com"; std::string url = "wss://api.spacegame.fishrungames.com";
EmscriptenWebSocketCreateAttributes attr = { EmscriptenWebSocketCreateAttributes attr = {
url.c_str(), url.c_str(),
@ -22,13 +22,32 @@ namespace ZL {
emscripten_websocket_set_onmessage_callback(socket_, this, onMessage); emscripten_websocket_set_onmessage_callback(socket_, this, onMessage);
emscripten_websocket_set_onerror_callback(socket_, this, onError); emscripten_websocket_set_onerror_callback(socket_, this, onError);
emscripten_websocket_set_onclose_callback(socket_, this, onClose); emscripten_websocket_set_onclose_callback(socket_, this, onClose);
connected = false;
}
void WebSocketClientEmscripten::flushOutgoingQueue() {
std::lock_guard<std::mutex> lock(outgoingMutex);
if (!socket_) return;
while (!outgoingQueue.empty()) {
const std::string &m = outgoingQueue.front();
emscripten_websocket_send_utf8_text(socket_, m.c_str());
outgoingQueue.pop();
}
} }
void WebSocketClientEmscripten::Send(const std::string& message) { void WebSocketClientEmscripten::Send(const std::string& message) {
std::string signedMsg = SignMessage(message);
{
std::lock_guard<std::mutex> lock(outgoingMutex);
if (connected && socket_ > 0) { if (connected && socket_ > 0) {
auto signedMsg = SignMessage(message); std::cout << "[WebWS] Sending message (immediate): " << signedMsg << std::endl;
std::cout << "[WebWS] Sending message: " << signedMsg << std::endl;
emscripten_websocket_send_utf8_text(socket_, signedMsg.c_str()); emscripten_websocket_send_utf8_text(socket_, signedMsg.c_str());
return;
}
outgoingQueue.push(signedMsg);
std::cout << "[WebWS] Queued outgoing message (waiting for open): " << signedMsg << std::endl;
} }
} }
@ -36,11 +55,8 @@ namespace ZL {
// Локальная очередь для минимизации времени блокировки мьютекса // Локальная очередь для минимизации времени блокировки мьютекса
std::queue<std::string> localQueue; std::queue<std::string> localQueue;
{
std::lock_guard<std::mutex> lock(queueMutex);
if (messageQueue.empty()) return; if (messageQueue.empty()) return;
std::swap(localQueue, messageQueue); std::swap(localQueue, messageQueue);
}
while (!localQueue.empty()) { while (!localQueue.empty()) {
const std::string& msg = localQueue.front(); const std::string& msg = localQueue.front();
@ -59,6 +75,9 @@ namespace ZL {
auto* self = static_cast<WebSocketClientEmscripten*>(userData); auto* self = static_cast<WebSocketClientEmscripten*>(userData);
self->connected = true; self->connected = true;
std::cout << "[WebWS] Connection opened" << std::endl; std::cout << "[WebWS] Connection opened" << std::endl;
self->flushOutgoingQueue();
return EM_TRUE; return EM_TRUE;
} }
@ -67,7 +86,6 @@ namespace ZL {
auto* self = static_cast<WebSocketClientEmscripten*>(userData); auto* self = static_cast<WebSocketClientEmscripten*>(userData);
if (e->isText && e->data) { if (e->isText && e->data) {
std::string msg(reinterpret_cast<const char*>(e->data), e->numBytes); std::string msg(reinterpret_cast<const char*>(e->data), e->numBytes);
std::lock_guard<std::mutex> lock(self->queueMutex);
self->messageQueue.push(msg); self->messageQueue.push(msg);
} }
return EM_TRUE; return EM_TRUE;

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@ -18,7 +18,10 @@ namespace ZL {
// Очередь для хранения сырых строк от браузера // Очередь для хранения сырых строк от браузера
std::queue<std::string> messageQueue; std::queue<std::string> messageQueue;
std::mutex queueMutex;
std::queue<std::string> outgoingQueue;
std::mutex outgoingMutex;
void flushOutgoingQueue();
public: public:
WebSocketClientEmscripten() = default; WebSocketClientEmscripten() = default;

View File

@ -5,6 +5,8 @@ namespace ZL
{ {
TaskManager::TaskManager(size_t threadCount) { TaskManager::TaskManager(size_t threadCount) {
#ifndef EMSCRIPTEN
workGuard = std::make_unique<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>>(ioContext.get_executor()); workGuard = std::make_unique<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>>(ioContext.get_executor());
for (size_t i = 0; i < threadCount; ++i) { for (size_t i = 0; i < threadCount; ++i) {
@ -12,28 +14,43 @@ namespace ZL
ioContext.run(); ioContext.run();
}); });
} }
#endif
} }
void TaskManager::EnqueueBackgroundTask(std::function<void()> task) { void TaskManager::EnqueueBackgroundTask(std::function<void()> task) {
#ifdef EMSCRIPTEN
task();
#else
boost::asio::post(ioContext, task); boost::asio::post(ioContext, task);
#endif
} }
TaskManager::~TaskManager() { TaskManager::~TaskManager() {
#ifndef EMSCRIPTEN
workGuard.reset(); // Ðàçðåøàåì ioContext.run() çàâåðøèòüñÿ, êîãäà çàäà÷ íå îñòàíåòñÿ workGuard.reset(); // Ðàçðåøàåì ioContext.run() çàâåðøèòüñÿ, êîãäà çàäà÷ íå îñòàíåòñÿ
ioContext.stop(); // Îïöèîíàëüíî: íåìåäëåííàÿ îñòàíîâêà ioContext.stop(); // Îïöèîíàëüíî: íåìåäëåííàÿ îñòàíîâêà
for (auto& t : workers) { for (auto& t : workers) {
if (t.joinable()) t.join(); if (t.joinable()) t.join();
} }
#endif
} }
void MainThreadHandler::EnqueueMainThreadTask(std::function<void()> task) { void MainThreadHandler::EnqueueMainThreadTask(std::function<void()> task) {
#ifndef EMSCRIPTEN
std::lock_guard<std::mutex> lock(mainThreadMutex); std::lock_guard<std::mutex> lock(mainThreadMutex);
#endif
mainThreadTasks.push(task); mainThreadTasks.push(task);
} }
void MainThreadHandler::processMainThreadTasks() { void MainThreadHandler::processMainThreadTasks() {
std::function<void()> task; std::function<void()> task;
#ifdef EMSCRIPTEN
if (!mainThreadTasks.empty()) {
task = std::move(mainThreadTasks.front());
mainThreadTasks.pop();
}
#else
// Èçâëåêàåì òîëüêî îäíó çàäà÷ó, ÷òîáû íå áëîêèðîâàòü update íàäîëãî // Èçâëåêàåì òîëüêî îäíó çàäà÷ó, ÷òîáû íå áëîêèðîâàòü update íàäîëãî
{ {
std::lock_guard<std::mutex> lock(mainThreadMutex); std::lock_guard<std::mutex> lock(mainThreadMutex);
@ -42,6 +59,7 @@ namespace ZL
mainThreadTasks.pop(); mainThreadTasks.pop();
} }
} }
#endif
if (task) { if (task) {
task(); // Çäåñü âûïîëíÿåòñÿ RefreshVBO èëè çàãðóçêà òåêñòóðû task(); // Çäåñü âûïîëíÿåòñÿ RefreshVBO èëè çàãðóçêà òåêñòóðû

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@ -1,8 +1,12 @@
#pragma once #pragma once
#ifndef EMSCRIPTEN
#include <boost/asio.hpp> #include <boost/asio.hpp>
#include <thread>
#endif
#include <functional> #include <functional>
#include <vector> #include <vector>
#include <thread>
#include <memory> #include <memory>
#include <queue> #include <queue>
@ -11,12 +15,12 @@ namespace ZL {
class TaskManager { class TaskManager {
private: private:
#ifndef EMSCRIPTEN
boost::asio::io_context ioContext; boost::asio::io_context ioContext;
std::unique_ptr<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>> workGuard; std::unique_ptr<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>> workGuard;
std::vector<std::thread> workers; std::vector<std::thread> workers;
#endif
public: public:
//TaskManager(size_t threadCount = std::thread::hardware_concurrency());
TaskManager(size_t threadCount = 2); TaskManager(size_t threadCount = 2);
// Ìåòîä äëÿ äîáàâëåíèÿ ôîíîâîé çàäà÷è // Ìåòîä äëÿ äîáàâëåíèÿ ôîíîâîé çàäà÷è
@ -25,10 +29,12 @@ namespace ZL {
// Graceful shutdown // Graceful shutdown
~TaskManager(); ~TaskManager();
#ifndef EMSCRIPTEN
boost::asio::io_context& getIOContext() boost::asio::io_context& getIOContext()
{ {
return ioContext; return ioContext;
} }
#endif
}; };
@ -36,8 +42,10 @@ namespace ZL {
{ {
private: private:
std::queue<std::function<void()>> mainThreadTasks; std::queue<std::function<void()>> mainThreadTasks;
std::mutex mainThreadMutex;
#ifndef EMSCRIPTEN
std::mutex mainThreadMutex;
#endif
public: public:
void EnqueueMainThreadTask(std::function<void()> task); void EnqueueMainThreadTask(std::function<void()> task);