added choising spaceship type for multiplayer and some fix in respawn
This commit is contained in:
parent
5216965496
commit
74c2f786a1
@ -93,6 +93,9 @@ class Session : public std::enable_shared_from_this<Session> {
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public:
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ClientStateInterval timedClientStates;
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std::string nickname = "Player";
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int shipType = 0;
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explicit Session(tcp::socket&& socket, int id)
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: ws_(std::move(socket)), id_(id) {
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}
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@ -205,7 +208,7 @@ public:
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return latest;
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}
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void doWrite() {
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std::lock_guard<std::mutex> lock(writeMutex_);
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if (is_writing_ || writeQueue_.empty()) {
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@ -253,7 +256,6 @@ private:
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void process_message(const std::string& msg) {
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if (!IsMessageValid(msg)) {
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// Логируем попытку подмены и просто выходим из обработки
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std::cout << "[Security] Invalid packet hash. Dropping message: " << msg << std::endl;
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return;
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}
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@ -266,7 +268,40 @@ private:
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std::string type = parts[0];
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if (type == "UPD") {
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if (type == "JOIN") {
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std::string nick = "Player";
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int sType = 0;
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if (parts.size() >= 2) nick = parts[1];
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if (parts.size() >= 3) {
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try { sType = std::stoi(parts[2]); }
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catch (...) { sType = 0; }
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}
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this->nickname = nick;
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this->shipType = sType;
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std::cout << "Server: Player " << id_ << " joined as [" << nick << "] shipType=" << sType << std::endl;
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std::string info = "PLAYERINFO:" + std::to_string(id_) + ":" + nick + ":" + std::to_string(sType);
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{
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std::lock_guard<std::mutex> lock(g_sessions_mutex);
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for (auto& session : g_sessions) {
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if (session->get_id() == this->id_) continue;
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session->send_message(info);
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}
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}
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{
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std::lock_guard<std::mutex> lock(g_sessions_mutex);
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for (auto& session : g_sessions) {
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if (session->get_id() == this->id_) continue;
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std::string otherInfo = "PLAYERINFO:" + std::to_string(session->get_id()) + ":" + session->nickname + ":" + std::to_string(session->shipType);
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// Отправляем именно новому клиенту
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this->send_message(otherInfo);
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}
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}
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}
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else if (type == "UPD") {
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{
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std::lock_guard<std::mutex> gd(g_dead_mutex);
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if (g_dead_players.find(id_) != g_dead_players.end()) {
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@ -284,20 +319,48 @@ private:
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};
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receivedState.lastUpdateServerTime = uptime_timepoint;
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receivedState.handle_full_sync(parts, 2);
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receivedState.nickname = this->nickname;
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receivedState.shipType = this->shipType;
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timedClientStates.add_state(receivedState);
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retranslateMessage(cleanMessage);
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}
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else if (parts[0] == "RESPAWN") {
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else if (type == "RESPAWN") {
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{
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std::lock_guard<std::mutex> gd(g_dead_mutex);
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g_dead_players.erase(id_);
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}
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std::string respawnMsg = "RESPAWN_ACK:" + std::to_string(id_);
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broadcastToAll(respawnMsg);
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{
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auto now_tp = std::chrono::system_clock::now();
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uint64_t now_ms = static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::milliseconds>(now_tp.time_since_epoch()).count());
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std::cout << "Server: Player " << id_ << " respawned\n";
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ClientState st;
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st.id = id_;
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st.position = Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
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st.rotation = Eigen::Matrix3f::Identity();
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st.currentAngularVelocity = Eigen::Vector3f::Zero();
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st.velocity = 0.0f;
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st.selectedVelocity = 0;
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st.discreteMag = 0.0f;
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st.discreteAngle = -1;
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st.lastUpdateServerTime = now_tp;
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st.nickname = this->nickname;
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st.shipType = this->shipType;
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timedClientStates.add_state(st);
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std::string respawnMsg = "RESPAWN_ACK:" + std::to_string(id_);
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broadcastToAll(respawnMsg);
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std::string playerInfo = "PLAYERINFO:" + std::to_string(id_) + ":" + st.nickname + ":" + std::to_string(st.shipType);
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broadcastToAll(playerInfo);
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std::string eventMsg = "EVENT:" + std::to_string(id_) + ":UPD:" + std::to_string(now_ms) + ":" + st.formPingMessageContent();
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broadcastToAll(eventMsg);
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std::cout << "Server: Player " << id_ << " respawned, broadcasted RESPAWN_ACK, PLAYERINFO and initial UPD\n";
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}
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}
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else if (parts[0] == "FIRE") {
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if (parts.size() < 10) return;
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@ -344,8 +407,8 @@ private:
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Eigen::Vector3f(1.5f, 0.9f - 6.f, 5.0f)
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};
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uint64_t now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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uint64_t now_ms = std::chrono::duration_cast<std::chrono::milliseconds>((
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std::chrono::system_clock::now().time_since_epoch())).count();
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std::lock_guard<std::mutex> pl(g_projectiles_mutex);
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for (int i = 0; i < std::min(shotCount, (int)localOffsets.size()); ++i) {
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26
src/Game.cpp
26
src/Game.cpp
@ -24,6 +24,7 @@
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#endif
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#include "network/LocalClient.h"
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#include "network/ClientState.h"
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namespace ZL
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@ -122,7 +123,11 @@ namespace ZL
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spaceGameStarted = 1;
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};
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menuManager.onMultiplayerPressed = [this]() {
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menuManager.onMultiplayerPressed = [this](const std::string& nickname, int shipType) {
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Environment::shipState.nickname = nickname;
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Environment::shipState.shipType = shipType;
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networkClient = std::make_unique<LocalClient>();
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#ifdef NETWORK
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#ifdef EMSCRIPTEN
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networkClient = std::make_unique<WebSocketClientEmscripten>();
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@ -131,7 +136,26 @@ namespace ZL
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networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
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networkClient->Connect("localhost", 8081);
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#endif
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#else
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networkClient->Connect("", 0);
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#endif
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#ifndef NETWORK
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auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
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if (localClient) {
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ZL::ClientState st = Environment::shipState;
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st.id = localClient->GetClientId();
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localClient->setLocalPlayerState(st);
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}
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#endif
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if (networkClient) {
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std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType);
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networkClient->Send(joinMsg);
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std::cerr << "Sent JOIN: " << joinMsg << std::endl;
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}
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lastTickCount = 0;
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spaceGameStarted = 1;
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};
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@ -148,10 +148,39 @@ namespace ZL {
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std::cerr << "Failed to push ship selection menu\n";
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}
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});
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uiManager.setButtonCallback("multiplayerButton", [loadGameplayUI, this](const std::string& name) {
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std::cerr << "Multiplayer button pressed: " << name << " -> load gameplay UI\n";
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loadGameplayUI();
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onMultiplayerPressed();
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uiManager.setButtonCallback("multiplayerButton", [this, shipSelectionRoot, loadGameplayUI](const std::string& name) {
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std::cerr << "Multiplayer button pressed: " << name << " -> open ship selection UI\n";
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if (!shipSelectionRoot) {
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std::cerr << "Failed to load ship selection UI\n";
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return;
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}
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if (uiManager.pushMenuFromSavedRoot(shipSelectionRoot)) {
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uiManager.setButtonCallback("spaceshipButton", [this, loadGameplayUI](const std::string& btnName) {
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std::string nick = uiManager.getTextFieldValue("nicknameInput");
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if (nick.empty()) nick = "Player";
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int shipType = 0;
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uiManager.popMenu();
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loadGameplayUI();
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if (onMultiplayerPressed) onMultiplayerPressed(nick, shipType);
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});
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uiManager.setButtonCallback("cargoshipButton", [this, loadGameplayUI](const std::string& btnName) {
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std::string nick = uiManager.getTextFieldValue("nicknameInput");
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if (nick.empty()) nick = "Player";
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int shipType = 1;
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uiManager.popMenu();
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loadGameplayUI();
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if (onMultiplayerPressed) onMultiplayerPressed(nick, shipType);
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});
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uiManager.setButtonCallback("backButton", [this](const std::string& btnName) {
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uiManager.popMenu();
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});
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}
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else {
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std::cerr << "Failed to push ship selection menu\n";
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}
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});
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uiManager.setButtonCallback("multiplayerButton2", [this](const std::string& name) {
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@ -164,7 +193,6 @@ namespace ZL {
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if (uiManager.pushMenuFromSavedRoot(multiplayerSavedRoot)) {
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// Callback для кнопки подключения
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uiManager.setButtonCallback("connectButton", [this](const std::string& buttonName) {
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std::string serverAddress = uiManager.getTextFieldValue("serverInputField");
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@ -176,16 +204,12 @@ namespace ZL {
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uiManager.setText("statusText", "Connecting to " + serverAddress + "...");
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std::cerr << "Connecting to server: " << serverAddress << std::endl;
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// Здесь добавить вашу логику подключения к серверу
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// connectToServer(serverAddress);
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});
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// Callback для кнопки назад
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uiManager.setButtonCallback("backButton", [this](const std::string& buttonName) {
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uiManager.popMenu();
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});
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// Callback для отслеживания ввода текста
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uiManager.setTextFieldCallback("serverInputField",
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[this](const std::string& fieldName, const std::string& newText) {
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std::cout << "Server input field changed to: " << newText << std::endl;
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@ -35,7 +35,7 @@ namespace ZL {
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std::function<void()> onFirePressed;
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std::function<void(const std::string&, int)> onSingleplayerPressed;
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std::function<void()> onMultiplayerPressed;
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std::function<void(const std::string&, int)> onMultiplayerPressed;
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};
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};
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@ -267,6 +267,16 @@ namespace ZL
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Environment::zoom = DEFAULT_ZOOM;
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Environment::tapDownHold = false;
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if (networkClient) {
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try {
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networkClient->Send(std::string("RESPAWN"));
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std::cout << "Client: Sent RESPAWN to server\n";
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}
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catch (...) {
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std::cerr << "Client: Failed to send RESPAWN\n";
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}
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}
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std::cerr << "Game restarted\n";
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};
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@ -677,8 +687,6 @@ namespace ZL
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{
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if (!textRenderer) return;
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//#ifdef NETWORK
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// 2D поверх 3D
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -688,18 +696,12 @@ namespace ZL
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if (deadRemotePlayers.count(id)) continue;
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const ClientState& st = remotePlayer;
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// Позиция корабля в мире
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Vector3f shipWorld = st.position;
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float distSq = (Environment::shipState.position - shipWorld).squaredNorm();
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/*if (distSq > MAX_DIST_SQ) // дальность прорисовки никнейма
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continue;*/
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float dist = sqrt(distSq);
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float alpha = 1.0f; // постоянная видимость
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/*float alpha = std::clamp(1.f - (dist - FADE_START) / FADE_RANGE, 0.f, 1.f); // дальность прорисовки никнейма
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if (alpha < 0.01f)
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continue; */
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Vector3f labelWorld = shipWorld + Vector3f{ 0.f, -4.f, 0.f }; // регулировка высоты
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float alpha = 1.0f;
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Vector3f labelWorld = shipWorld + Vector3f{ 0.f, -4.f, 0.f };
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float sx, sy, depth;
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if (!worldToScreen(labelWorld, sx, sy, depth))
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continue;
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@ -707,18 +709,21 @@ namespace ZL
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float uiX = sx, uiY = sy;
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float scale = std::clamp(BASE_SCALE / (dist * PERSPECTIVE_K + 1.f), MIN_SCALE, MAX_SCALE);
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// Дефолтный лейбл
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std::string label = "Player (" + std::to_string(st.id) + ") " + std::to_string((int)dist) + "m";
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std::string displayName;
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if (!st.nickname.empty() && st.nickname != "Player") {
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displayName = st.nickname;
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}
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else {
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displayName = "Player (" + std::to_string(st.id) + ")";
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}
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std::string label = displayName + " " + std::to_string((int)dist) + "m";
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// TODO: nickname sync
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textRenderer->drawText(label, uiX + 1.f, uiY + 1.f, scale, true, { 0.f, 0.f, 0.f, alpha }); // color param
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textRenderer->drawText(label, uiX + 1.f, uiY + 1.f, scale, true, { 0.f, 0.f, 0.f, alpha });
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textRenderer->drawText(label, uiX, uiY, scale, true, { 1.f, 1.f, 1.f, alpha });
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}
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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//#endif
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}
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int Space::pickTargetId() const
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@ -1288,6 +1293,10 @@ namespace ZL
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for (auto const& [id, remotePlayer] : latestRemotePlayers) {
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if (networkClient && id == networkClient->GetClientId()) {
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continue;
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}
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if (!remotePlayer.canFetchClientStateAtTime(nowRoundedWithDelay))
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{
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continue;
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@ -1296,7 +1305,6 @@ namespace ZL
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ClientState playerState = remotePlayer.fetchClientStateAtTime(nowRoundedWithDelay);
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remotePlayerStates[id] = playerState;
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}
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for (auto& p : projectiles) {
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@ -79,7 +79,6 @@ namespace ZL {
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try {
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int respawnedPlayerId = std::stoi(parts[1]);
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pendingRespawns_.push_back(respawnedPlayerId);
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remotePlayers.erase(respawnedPlayerId);
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std::cout << "Client: Received RESPAWN_ACK for player " << respawnedPlayerId << std::endl;
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}
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catch (...) {}
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@ -202,6 +201,11 @@ namespace ZL {
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{
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auto& rp = remotePlayers[remoteId];
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if (!rp.timedStates.empty()) {
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const ClientState& last = rp.timedStates.back();
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remoteState.nickname = last.nickname;
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remoteState.shipType = last.shipType;
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}
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rp.add_state(remoteState);
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}
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}
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@ -218,7 +222,7 @@ namespace ZL {
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if (playerParts.size() < 15) return; // ID + 14 полей ClientState
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int rId = std::stoi(playerParts[0]);
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if (rId == clientId) return; // Свое состояние игрок знает лучше всех (Client Side Prediction)
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if (rId == clientId) return; // Свое состояние игрок знает лучше всех, (Client Side Prediction)
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ClientState remoteState;
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remoteState.id = rId;
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@ -230,6 +234,40 @@ namespace ZL {
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remotePlayers[rId].add_state(remoteState);
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}
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}
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if (msg.rfind("PLAYERINFO:", 0) == 0) {
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if (parts.size() >= 4) {
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try {
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int pid = std::stoi(parts[1]);
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if (pid == clientId) {
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return;
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}
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std::string nick = parts[2];
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int st = std::stoi(parts[3]);
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auto it = remotePlayers.find(pid);
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if (it != remotePlayers.end() && !it->second.timedStates.empty()) {
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auto& states = it->second.timedStates;
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states.back().nickname = nick;
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states.back().shipType = st;
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}
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else {
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ClientState cs;
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cs.id = pid;
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cs.nickname = nick;
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cs.shipType = st;
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cs.lastUpdateServerTime = std::chrono::system_clock::now();
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remotePlayers[pid].add_state(cs);
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}
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std::cout << "Client: PLAYERINFO received. id=" << pid << " nick=" << nick << " shipType=" << st << std::endl;
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}
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catch (...) {
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}
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}
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return;
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}
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}
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std::string WebSocketClientBase::SignMessage(const std::string& msg) {
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