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13 Commits

Author SHA1 Message Date
Vladislav Khorev
7b1d9363a0 Fixing lag compensation and make more smooth 2026-02-05 09:00:54 +03:00
Vladislav Khorev
82ca994fac merge 2026-02-05 07:33:13 +03:00
Vladislav Khorev
0d2f705d42 merge 2026-02-05 07:30:12 +03:00
Vlad
88f68b20ea some fix 2026-02-02 14:45:36 +06:00
d249f17d22 everything uselles 2026-02-02 13:50:43 +06:00
bee3545196 change to permanent visibility of ship labels 2026-02-02 13:48:28 +06:00
e050d7d0ec Improve ship nickname rendering 2026-02-02 04:44:18 +06:00
e18484ea62 add player ID labels for ships 2026-02-01 23:34:21 +06:00
Vlad
204b79bf06 add main menu 2026-01-31 19:25:40 +06:00
Vlad
50232c0816 fix shooting 2026-01-31 16:44:00 +06:00
Vlad
e8fb14b809 added sync projectiles/boxes 2026-01-27 19:38:18 +06:00
f41228acf8 add freetype-based text rendering and box labels 2026-01-22 15:54:21 +06:00
Vlad
cacc18dc7e added boxes from server 2026-01-19 22:04:33 +06:00
42 changed files with 1521 additions and 367 deletions

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@ -398,8 +398,10 @@ add_library(freetype_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(freetype_external_lib PROPERTIES set_target_properties(freetype_external_lib PROPERTIES
IMPORTED_LOCATION_DEBUG "${_ft_debug_lib}" IMPORTED_LOCATION_DEBUG "${_ft_debug_lib}"
IMPORTED_LOCATION_RELEASE "${_ft_release_lib}" IMPORTED_LOCATION_RELEASE "${_ft_release_lib}"
INTERFACE_INCLUDE_DIRECTORIES )
"$<IF:$<CONFIG:Debug>,${FREETYPE_BASE_DIR}-Debug/include,${FREETYPE_BASE_DIR}-Release/include>" target_include_directories(freetype_external_lib INTERFACE
"$<IF:$<CONFIG:Debug>,${FREETYPE_BASE_DIR}-Debug/include/freetype2,${FREETYPE_BASE_DIR}-Release/include/freetype2>"
"$<IF:$<CONFIG:Debug>,${FREETYPE_BASE_DIR}-Debug/include,${FREETYPE_BASE_DIR}-Release/include>"
) )
# =========================================== # ===========================================
@ -453,8 +455,8 @@ if(NOT _have_sdl2ttf)
-DSDL2_LIBRARY=${_SDL2_LIB} -DSDL2_LIBRARY=${_SDL2_LIB}
-DSDL2_INCLUDE_DIR=${SDL2_INSTALL_DIR}/include/SDL2 -DSDL2_INCLUDE_DIR=${SDL2_INSTALL_DIR}/include/SDL2
-DFREETYPE_LIBRARY=${_FT_LIB} -DFREETYPE_LIBRARY=${_FT_LIB}
-DFREETYPE_INCLUDE_DIR=${_FT_PREFIX}/include -DFREETYPE_INCLUDE_DIR=${_FT_PREFIX}/include/freetype2
-DFREETYPE_INCLUDE_DIRS=${_FT_PREFIX}/include -DFREETYPE_INCLUDE_DIRS=${_FT_PREFIX}/include/freetype2
-DSDL2TTF_VENDORED=OFF -DSDL2TTF_VENDORED=OFF
-DSDL2TTF_SAMPLES=OFF -DSDL2TTF_SAMPLES=OFF
RESULT_VARIABLE _ttf_cfg_res RESULT_VARIABLE _ttf_cfg_res

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@ -57,6 +57,8 @@ add_executable(space-game001
../src/network/ClientState.cpp ../src/network/ClientState.cpp
../src/network/WebSocketClient.h ../src/network/WebSocketClient.h
../src/network/WebSocketClient.cpp ../src/network/WebSocketClient.cpp
../src/render/TextRenderer.h
../src/render/TextRenderer.cpp
) )
# Установка проекта по умолчанию для Visual Studio # Установка проекта по умолчанию для Visual Studio
@ -78,7 +80,7 @@ target_compile_definitions(space-game001 PRIVATE
WIN32_LEAN_AND_MEAN WIN32_LEAN_AND_MEAN
PNG_ENABLED PNG_ENABLED
SDL_MAIN_HANDLED SDL_MAIN_HANDLED
# NETWORK NETWORK
# SIMPLIFIED # SIMPLIFIED
) )

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@ -0,0 +1,128 @@
{
"root": {
"type": "FrameLayout",
"x": 0,
"y": 0,
"width": 1280,
"height": 720,
"children": [
{
"type": "LinearLayout",
"name": "settingsButtons",
"orientation": "vertical",
"spacing": 10,
"x": 0,
"y": 0,
"width": 300,
"height": 300,
"children": [
{
"type": "Button",
"name": "langButton",
"x": 1100,
"y": 580,
"width": 142,
"height": 96,
"textures": {
"normal": "resources/main_menu/lang.png",
"hover": "resources/main_menu/lang.png",
"pressed": "resources/main_menu/lang.png"
}
},
{
"type": "Button",
"name": "titleBtn",
"x": 473,
"y": 500,
"width": 254,
"height": 35,
"textures": {
"normal": "resources/main_menu/title.png",
"hover": "resources/main_menu/title.png",
"pressed": "resources/main_menu/title.png"
}
},
{
"type": "Button",
"name": "underlineBtn",
"x": 516,
"y": 465,
"width": 168,
"height": 44,
"textures": {
"normal": "resources/main_menu/line.png",
"hover": "resources/main_menu/line.png",
"pressed": "resources/main_menu/line.png"
}
},
{
"type": "Button",
"name": "subtitleBtn",
"x": 528,
"y": 455,
"width": 144,
"height": 11,
"textures": {
"normal": "resources/main_menu/subtitle.png",
"hover": "resources/main_menu/subtitle.png",
"pressed": "resources/main_menu/subtitle.png"
}
},
{
"type": "Button",
"name": "singleButton",
"x": 409,
"y": 360,
"width": 382,
"height": 56,
"textures": {
"normal": "resources/main_menu/single.png",
"hover": "resources/main_menu/single.png",
"pressed": "resources/main_menu/single.png"
}
},
{
"type": "Button",
"name": "multiplayerButton",
"x": 409,
"y": 289,
"width": 382,
"height": 56,
"textures": {
"normal": "resources/main_menu/multi.png",
"hover": "resources/main_menu/multi.png",
"pressed": "resources/main_menu/multi.png"
}
},
{
"type": "Button",
"name": "exitButton",
"x": 409,
"y": 218,
"width": 382,
"height": 56,
"textures": {
"normal": "resources/main_menu/exit.png",
"hover": "resources/main_menu/exit.png",
"pressed": "resources/main_menu/exit.png"
}
},
{
"type": "Button",
"name": "versionLabel",
"x": 559.5,
"y": 170,
"width": 81,
"height": 9,
"textures": {
"normal": "resources/main_menu/version.png",
"hover": "resources/main_menu/version.png",
"pressed": "resources/main_menu/version.png"
}
}
]
}
]
}
}

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@ -1,4 +1,4 @@
precision highp float; //precisionhighp float;
// Фрагментный шейдер: // Фрагментный шейдер:
uniform vec3 uColor; uniform vec3 uColor;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
varying vec3 color; varying vec3 color;
void main() void main()

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform samplerCube Texture; uniform samplerCube Texture;
varying vec3 dir; varying vec3 dir;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
varying vec2 texCoord; varying vec2 texCoord;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
varying vec2 texCoord; varying vec2 texCoord;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform samplerCube Texture; uniform samplerCube Texture;
uniform float skyPercent; uniform float skyPercent;
uniform float uPlayerLightFactor; // Глобальный фактор дня/ночи для позиции игрока uniform float uPlayerLightFactor; // Глобальный фактор дня/ночи для позиции игрока

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
varying vec2 TexCoord; varying vec2 TexCoord;
varying float vHeight; varying float vHeight;

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@ -15,7 +15,7 @@ varying vec3 vWorldNormal;
uniform mat4 ProjectionModelViewMatrix; uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrix;
uniform highp vec3 uViewPos; uniform vec3 uViewPos;
void main() { void main() {
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0); gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);

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@ -1,4 +1,4 @@
precision highp float; //precisionhighp float;
varying vec2 TexCoord; varying vec2 TexCoord;
varying vec3 vViewDirTangent; varying vec3 vViewDirTangent;
varying vec3 Color; varying vec3 Color;

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@ -14,7 +14,7 @@ varying vec3 vWorldNormal;
uniform mat4 ProjectionModelViewMatrix; uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrix;
uniform highp vec3 uViewPos; uniform vec3 uViewPos;
void main() { void main() {
vWorldNormal = vNormal; vWorldNormal = vNormal;
@ -23,8 +23,6 @@ void main() {
vec3 viewDirWorld = normalize(uViewPos - vPosition); vec3 viewDirWorld = normalize(uViewPos - vPosition);
// Строим матрицу перехода из атрибутов
// Так как базис ортонормирован, TBN^-1 == TBN_transpose
vViewDirTangent = vec3( vViewDirTangent = vec3(
dot(viewDirWorld, vTangent), dot(viewDirWorld, vTangent),
dot(viewDirWorld, vBinormal), dot(viewDirWorld, vBinormal),

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@ -1,4 +1,4 @@
precision highp float; //precisionhighp float;
// planetStone фрагментный шейдер // planetStone фрагментный шейдер
varying vec2 TexCoord; varying vec2 TexCoord;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
varying vec2 texCoord; varying vec2 texCoord;

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@ -0,0 +1,14 @@
#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D uText;
uniform vec4 uColor;
uniform vec4 uOutlineColor;
uniform float uOutlineWidth = 0.7;
void main() {
float dist = texture(uText, TexCoord).r;
float outline = smoothstep(0.5 - uOutlineWidth, 0.5 + uOutlineWidth, dist);
float text = smoothstep(0.5, 0.5 + 0.1, dist);
float glow = exp(-pow(dist - 0.5, 2.0) / 0.02);
FragColor = vec4(uColor.rgb * (text + glow * 0.6), uColor.a * outline);
}

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@ -0,0 +1,12 @@
#version 330 core
in vec2 vPosition;
in vec2 vTexCoord;
out vec2 TexCoord;
uniform mat4 uProjection;
void main() {
TexCoord = vTexCoord;
gl_Position = uProjection * vec4(vPosition.xy, 0.0, 1.0);
}

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@ -28,6 +28,7 @@ add_subdirectory("${BOOST_SRC_DIR}/libs/predef" boost-predef-build EXCLUDE_FROM_
add_executable(Server add_executable(Server
server.cpp server.cpp
../src/network/ClientState.h ../src/network/ClientState.h
../src/network/ClientState.cpp
) )
target_include_directories(Server PRIVATE ${BOOST_SRC_DIR}) target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})

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@ -11,16 +11,18 @@
#define _USE_MATH_DEFINES #define _USE_MATH_DEFINES
#include <math.h> #include <math.h>
#include "../src/network/ClientState.h" #include "../src/network/ClientState.h"
#include <random>
#include <algorithm>
// Вспомогательный split // Вспомогательный split
std::vector<std::string> split(const std::string& s, char delimiter) { std::vector<std::string> split(const std::string& s, char delimiter) {
std::vector<std::string> tokens; std::vector<std::string> tokens;
std::string token; std::string token;
std::istringstream tokenStream(s); std::istringstream tokenStream(s);
while (std::getline(tokenStream, token, delimiter)) { while (std::getline(tokenStream, token, delimiter)) {
tokens.push_back(token); tokens.push_back(token);
} }
return tokens; return tokens;
} }
namespace beast = boost::beast; namespace beast = boost::beast;
@ -31,152 +33,365 @@ using tcp = net::ip::tcp;
class Session; class Session;
struct ServerBox {
Eigen::Vector3f position;
Eigen::Matrix3f rotation;
float collisionRadius = 2.0f;
};
std::vector<ServerBox> g_serverBoxes;
std::mutex g_boxes_mutex;
std::vector<std::shared_ptr<Session>> g_sessions; std::vector<std::shared_ptr<Session>> g_sessions;
std::mutex g_sessions_mutex; std::mutex g_sessions_mutex;
class Session : public std::enable_shared_from_this<Session> { class Session : public std::enable_shared_from_this<Session> {
websocket::stream<beast::tcp_stream> ws_; websocket::stream<beast::tcp_stream> ws_;
beast::flat_buffer buffer_; beast::flat_buffer buffer_;
int id_; int id_;
bool is_writing_ = false;
ClientStateInterval timedClientStates; ClientStateInterval timedClientStates;
void process_message(const std::string& msg) { void process_message(const std::string& msg) {
auto now_server = std::chrono::system_clock::now(); auto now_server = std::chrono::system_clock::now();
auto parts = split(msg, ':');
auto parts = split(msg, ':'); if (parts.empty()) {
std::cerr << "Empty message received\n";
return;
}
if (parts.size() < 16) std::string type = parts[0];
{
throw std::runtime_error("Unknown message type received, too small");
}
uint64_t clientTimestamp = std::stoull(parts[1]); if (type == "UPD") {
if (parts.size() < 16) {
std::cerr << "Invalid UPD message: too few parts (" << parts.size() << ")\n";
return;
}
uint64_t clientTimestamp = std::stoull(parts[1]);
ClientState receivedState;
receivedState.id = id_;
std::chrono::system_clock::time_point uptime_timepoint{
std::chrono::milliseconds(clientTimestamp)
};
receivedState.lastUpdateServerTime = uptime_timepoint;
receivedState.handle_full_sync(parts, 2);
retranslateMessage(msg);
timedClientStates.add_state(receivedState);
}
else if (parts[0] == "FIRE") {
if (parts.size() < 10) {
std::cerr << "Invalid FIRE: too few parts\n";
return;
}
ClientState receivedState; uint64_t clientTime = std::stoull(parts[1]);
Eigen::Vector3f pos{
std::stof(parts[2]), std::stof(parts[3]), std::stof(parts[4])
};
Eigen::Quaternion dir{
std::stof(parts[5]), std::stof(parts[6]), std::stof(parts[7]), std::stof(parts[8])
};
receivedState.id = id_; float velocity = std::stof(parts[9]);
std::chrono::system_clock::time_point uptime_timepoint{ std::chrono::duration_cast<std::chrono::system_clock::time_point::duration>(std::chrono::milliseconds(clientTimestamp)) }; int shotCount = 2;
receivedState.lastUpdateServerTime = uptime_timepoint; if (parts.size() >= 11) {
try {
shotCount = std::stoi(parts[10]);
}
catch (...) {
shotCount = 2;
}
}
if (parts[0] == "UPD") { std::string broadcast = "PROJECTILE:" +
receivedState.handle_full_sync(parts, 2); std::to_string(id_) + ":" +
retranslateMessage(msg); std::to_string(clientTime) + ":" +
} std::to_string(pos.x()) + ":" +
else std::to_string(pos.y()) + ":" +
{ std::to_string(pos.z()) + ":" +
throw std::runtime_error("Unknown message type received: " + parts[0]); std::to_string(dir.w()) + ":" +
} std::to_string(dir.x()) + ":" +
std::to_string(dir.y()) + ":" +
std::to_string(dir.z()) + ":" +
std::to_string(velocity) + ":" +
std::to_string(shotCount);
timedClientStates.add_state(receivedState); std::lock_guard<std::mutex> lock(g_sessions_mutex);
} std::cout << "Player " << id_ << " fired " << shotCount << " shots → broadcasting\n";
void retranslateMessage(const std::string& msg) for (auto& session : g_sessions) {
{ if (session->get_id() != id_) {
std::string event_msg = "EVENT:" + std::to_string(id_) + ":" + msg; session->send_message(broadcast);
}
}
}
else {
std::cerr << "Unknown message type: " << type << "\n";
}
}
std::lock_guard<std::mutex> lock(g_sessions_mutex); void retranslateMessage(const std::string& msg)
for (auto& session : g_sessions) { {
if (session->get_id() != id_) { // Не шлем отправителю std::string event_msg = "EVENT:" + std::to_string(id_) + ":" + msg;
session->send_message(event_msg);
} std::lock_guard<std::mutex> lock(g_sessions_mutex);
} for (auto& session : g_sessions) {
} if (session->get_id() != id_) { // Не шлем отправителю
session->send_message(event_msg);
}
}
}
void sendBoxesToClient() {
std::lock_guard<std::mutex> lock(g_boxes_mutex);
std::string boxMsg = "BOXES:";
for (const auto& box : g_serverBoxes) {
Eigen::Quaternionf q(box.rotation);
boxMsg += std::to_string(box.position.x()) + ":" +
std::to_string(box.position.y()) + ":" +
std::to_string(box.position.z()) + ":" +
std::to_string(q.w()) + ":" +
std::to_string(q.x()) + ":" +
std::to_string(q.y()) + ":" +
std::to_string(q.z()) + "|";
}
if (!boxMsg.empty() && boxMsg.back() == '|') {
boxMsg.pop_back();
}
send_message(boxMsg);
}
public: public:
explicit Session(tcp::socket&& socket, int id) explicit Session(tcp::socket&& socket, int id)
: ws_(std::move(socket)), id_(id) { : ws_(std::move(socket)), id_(id) {
} }
void init() void init()
{ {
} sendBoxesToClient();
void run() { auto timer = std::make_shared<net::steady_timer>(ws_.get_executor());
timer->expires_after(std::chrono::milliseconds(100));
timer->async_wait([self = shared_from_this(), timer](const boost::system::error_code& ec) {
if (!ec) {
self->send_message("ID:" + std::to_string(self->id_));
self->do_read();
}
});
}
{ void run() {
std::lock_guard<std::mutex> lock(g_sessions_mutex);
{
std::lock_guard<std::mutex> lock(g_sessions_mutex);
g_sessions.push_back(shared_from_this()); g_sessions.push_back(shared_from_this());
} }
ws_.async_accept([self = shared_from_this()](beast::error_code ec) { ws_.async_accept([self = shared_from_this()](beast::error_code ec) {
if (ec) return; if (ec) return;
std::cout << "Client " << self->id_ << " connected\n"; std::cout << "Client " << self->id_ << " connected\n";
self->init(); self->init();
self->send_message("ID:" + std::to_string(self->id_)); // self->send_message("ID:" + std::to_string(self->id_));
self->do_read(); // self->do_read();
}); });
} }
void send_message(std::string msg) { /*void send_message(std::string msg) {
auto ss = std::make_shared<std::string>(std::move(msg)); auto ss = std::make_shared<std::string>(std::move(msg));
ws_.async_write(net::buffer(*ss), [ss](beast::error_code, std::size_t) {}); ws_.async_write(net::buffer(*ss), [ss](beast::error_code, std::size_t) {});
} }*/
int get_id() const { int get_id() const {
return id_; return id_;
}
ClientState get_latest_state(std::chrono::system_clock::time_point now) {
if (timedClientStates.timedStates.empty()) {
return {};
}
// 1. Берем самое последнее известное состояние
ClientState latest = timedClientStates.timedStates.back();
// 3. Применяем компенсацию лага (экстраполяцию).
// Функция внутри использует simulate_physics, чтобы переместить объект
// из точки lastUpdateServerTime в точку now.
latest.apply_lag_compensation(now);
return latest;
}
void send_message(std::string msg) {
auto ss = std::make_shared<std::string>(std::move(msg));
if (is_writing_) {
ws_.async_write(net::buffer(*ss),
[self = shared_from_this(), ss](beast::error_code ec, std::size_t) {
if (ec) {
std::cerr << "Write error: " << ec.message() << std::endl;
}
});
}
else {
is_writing_ = true;
ws_.async_write(net::buffer(*ss),
[self = shared_from_this(), ss](beast::error_code ec, std::size_t) {
self->is_writing_ = false;
if (ec) {
std::cerr << "Write error: " << ec.message() << std::endl;
}
});
}
} }
private: private:
void do_read() { void do_read() {
ws_.async_read(buffer_, [self = shared_from_this()](beast::error_code ec, std::size_t) { ws_.async_read(buffer_, [self = shared_from_this()](beast::error_code ec, std::size_t) {
if (ec) if (ec)
{ {
std::lock_guard<std::mutex> lock(g_sessions_mutex); std::lock_guard<std::mutex> lock(g_sessions_mutex);
g_sessions.erase(std::remove_if(g_sessions.begin(), g_sessions.end(), g_sessions.erase(std::remove_if(g_sessions.begin(), g_sessions.end(),
[self](const std::shared_ptr<Session>& session) { [self](const std::shared_ptr<Session>& session) {
return session.get() == self.get(); return session.get() == self.get();
}), g_sessions.end()); }), g_sessions.end());
return; return;
} }
std::string msg = beast::buffers_to_string(self->buffer_.data()); std::string msg = beast::buffers_to_string(self->buffer_.data());
self->process_message(msg); self->process_message(msg);
self->buffer_.consume(self->buffer_.size()); self->buffer_.consume(self->buffer_.size());
self->do_read(); self->do_read();
}); });
} }
}; };
void update_world(net::steady_timer& timer, net::io_context& ioc) { void update_world(net::steady_timer& timer, net::io_context& ioc) {
static auto last_snapshot_time = std::chrono::steady_clock::now();
auto now = std::chrono::steady_clock::now();
// TODO: Renew game state // Рассылка Snapshot раз в 1000мс
/*
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_snapshot_time).count() >= 1000) {
last_snapshot_time = now;
timer.expires_after(std::chrono::milliseconds(50)); auto system_now = std::chrono::system_clock::now();
timer.async_wait([&](const boost::system::error_code& ec) {
if (!ec) update_world(timer, ioc); std::string snapshot_msg = "SNAPSHOT:" + std::to_string(
}); std::chrono::duration_cast<std::chrono::milliseconds>(
system_now.time_since_epoch()).count()
);
std::lock_guard<std::mutex> lock(g_sessions_mutex);
// Формируем общую строку состояний всех игроков
for (auto& session : g_sessions) {
ClientState st = session->get_latest_state(system_now);
snapshot_msg += "|" + std::to_string(session->get_id()) + ":" + st.formPingMessageContent();
}
for (auto& session : g_sessions) {
session->send_message(snapshot_msg);
}
}*/
timer.expires_after(std::chrono::milliseconds(50));
timer.async_wait([&](const boost::system::error_code& ec) {
if (!ec) update_world(timer, ioc);
});
} }
std::vector<ServerBox> generateServerBoxes(int count) {
std::vector<ServerBox> boxes;
std::random_device rd;
std::mt19937 gen(rd());
const float MIN_COORD = -100.0f;
const float MAX_COORD = 100.0f;
const float MIN_DISTANCE = 3.0f;
const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE;
const int MAX_ATTEMPTS = 1000;
std::uniform_real_distribution<> posDistrib(MIN_COORD, MAX_COORD);
std::uniform_real_distribution<> angleDistrib(0.0, M_PI * 2.0);
for (int i = 0; i < count; i++) {
bool accepted = false;
int attempts = 0;
while (!accepted && attempts < MAX_ATTEMPTS) {
ServerBox box;
box.position = Eigen::Vector3f(
(float)posDistrib(gen),
(float)posDistrib(gen),
(float)posDistrib(gen)
);
accepted = true;
for (const auto& existingBox : boxes) {
Eigen::Vector3f diff = box.position - existingBox.position;
if (diff.squaredNorm() < MIN_DISTANCE_SQUARED) {
accepted = false;
break;
}
}
if (accepted) {
float randomAngle = (float)angleDistrib(gen);
Eigen::Vector3f axis = Eigen::Vector3f::Random().normalized();
box.rotation = Eigen::AngleAxisf(randomAngle, axis).toRotationMatrix();
boxes.push_back(box);
}
attempts++;
}
}
return boxes;
}
int main() { int main() {
try { try {
net::io_context ioc; {
tcp::acceptor acceptor{ ioc, {tcp::v4(), 8080} }; std::lock_guard<std::mutex> lock(g_boxes_mutex);
int next_id = 1000; g_serverBoxes = generateServerBoxes(50);
std::cout << "Generated " << g_serverBoxes.size() << " boxes on server\n";
}
net::io_context ioc;
tcp::acceptor acceptor{ ioc, {tcp::v4(), 8080} };
int next_id = 1000;
std::cout << "Server started on port 8080...\n"; std::cout << "Server started on port 8080...\n";
auto do_accept = [&](auto& self_fn) -> void { auto do_accept = [&](auto& self_fn) -> void {
acceptor.async_accept([&, self_fn](beast::error_code ec, tcp::socket socket) { acceptor.async_accept([&, self_fn](beast::error_code ec, tcp::socket socket) {
if (!ec) { if (!ec) {
std::make_shared<Session>(std::move(socket), next_id++)->run(); std::make_shared<Session>(std::move(socket), next_id++)->run();
} }
self_fn(self_fn); self_fn(self_fn);
}); });
}; };
net::steady_timer timer(ioc); net::steady_timer timer(ioc);
update_world(timer, ioc); update_world(timer, ioc);
do_accept(do_accept); do_accept(do_accept);
ioc.run(); ioc.run();
} }
catch (std::exception const& e) { catch (std::exception const& e) {
std::cerr << "Error: " << e.what() << std::endl; std::cerr << "Error: " << e.what() << std::endl;
} }
return 0; return 0;
} }

View File

@ -10,6 +10,7 @@
#include <random> #include <random>
#include <cmath> #include <cmath>
#include <algorithm> #include <algorithm>
#include <functional>
#ifdef __ANDROID__ #ifdef __ANDROID__
#include <android/log.h> #include <android/log.h>
#endif #endif
@ -111,6 +112,110 @@ namespace ZL
return boxCoordsArr; return boxCoordsArr;
} }
static Eigen::Matrix4f makeViewMatrix_FromYourCamera()
{
Eigen::Matrix4f Tz = Eigen::Matrix4f::Identity();
Tz(2, 3) = -1.0f * ZL::Environment::zoom;
Eigen::Matrix4f R = Eigen::Matrix4f::Identity();
R.block<3, 3>(0, 0) = ZL::Environment::inverseShipMatrix;
Eigen::Matrix4f Tship = Eigen::Matrix4f::Identity();
Tship(0, 3) = -ZL::Environment::shipState.position.x();
Tship(1, 3) = -ZL::Environment::shipState.position.y();
Tship(2, 3) = -ZL::Environment::shipState.position.z();
return Tz * R * Tship;
}
static Eigen::Matrix4f makePerspective(float fovyRadians, float aspect, float zNear, float zFar)
{
// Стандартная перспектива
float f = 1.0f / std::tan(fovyRadians * 0.5f);
Eigen::Matrix4f P = Eigen::Matrix4f::Zero();
P(0, 0) = f / aspect;
P(1, 1) = f;
P(2, 2) = (zFar + zNear) / (zNear - zFar);
P(2, 3) = (2.0f * zFar * zNear) / (zNear - zFar);
P(3, 2) = -1.0f;
return P;
}
bool Game::worldToScreen(const Vector3f& world, float& outX, float& outY, float& outDepth) const
{
// Матрицы должны совпасть с drawBoxes/drawShip по смыслу
float aspect = static_cast<float>(Environment::width) / static_cast<float>(Environment::height);
Eigen::Matrix4f V = makeViewMatrix_FromYourCamera();
Eigen::Matrix4f P = makePerspective(1.0f / 1.5f, aspect, Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
Eigen::Vector4f w(world.x(), world.y(), world.z(), 1.0f);
Eigen::Vector4f clip = P * V * w;
if (clip.w() <= 0.0001f) return false; // позади камеры
Eigen::Vector3f ndc = clip.head<3>() / clip.w(); // [-1..1]
outDepth = ndc.z();
// В пределах экрана?
// (можно оставить, можно клампить)
float sx = (ndc.x() * 0.5f + 0.5f) * Environment::width;
float sy = (ndc.y() * 0.5f + 0.5f) * Environment::height;
outX = sx;
outY = sy;
// Можно отсеять те, что вне:
if (sx < -200 || sx > Environment::width + 200) return false;
if (sy < -200 || sy > Environment::height + 200) return false;
return true;
}
void Game::drawBoxesLabels()
{
if (!textRenderer) return;
// Текст рисуем как 2D поверх всего 3D, но ДО drawUI или после — как хочешь.
// Чтобы подписи были поверх — делай после drawBoxes и до drawUI (как мы и вставили).
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (size_t i = 0; i < boxCoordsArr.size(); ++i)
{
if (i >= boxAlive.size() || !boxAlive[i]) continue;
if (i >= boxLabels.size()) continue;
// ВАЖНО: твои боксы рисуются с Translate({0,0,45000}) + pos
Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 0.0f, 45000.0f };
// Чуть выше бокса по Y (или по Z — как нравится)
Vector3f labelWorld = boxWorld + Vector3f{ 0.0f, 2.2f, 0.0f };
float sx, sy, depth;
if (!worldToScreen(labelWorld, sx, sy, depth)) continue;
// В твоей UI-системе Y обычно перевёрнут (ты делаешь uiY = height - my).
// Наш worldToScreen отдаёт Y в системе "низ=0, верх=height" (NDC->screen).
// Чтобы совпало с твоей UI-логикой, перевернём:
float uiX = sx;
float uiY = sy; // если окажется вверх ногами — замени на (Environment::height - sy)
// Можно делать масштаб по дальности: чем дальше — тем меньше.
// depth в NDC: ближе к -1 (near) и к 1 (far). Стабильнее считать по расстоянию:
float dist = (Environment::shipState.position - boxWorld).norm();
float scale = std::clamp(120.0f / (dist + 1.0f), 0.6f, 1.2f);
textRenderer->drawText(boxLabels[i], uiX, uiY, scale, /*centered*/true);
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
Game::Game() Game::Game()
: window(nullptr) : window(nullptr)
, glContext(nullptr) , glContext(nullptr)
@ -141,7 +246,7 @@ namespace ZL
ZL::CheckGlError(); ZL::CheckGlError();
#ifndef SIMPLIFIED //#ifndef SIMPLIFIED
renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
@ -150,97 +255,140 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
#else /*#else
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/default_env.vertex", "resources/shaders/default_env_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/default_env.vertex", "resources/shaders/default_env_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
#endif #endif*/
bool cfgLoaded = sparkEmitter.loadFromJsonFile("resources/config/spark_config.json", renderer, CONST_ZIP_FILE); bool cfgLoaded = sparkEmitter.loadFromJsonFile("resources/config/spark_config.json", renderer, CONST_ZIP_FILE);
bool projCfgLoaded = projectileEmitter.loadFromJsonFile("resources/config/spark_projectile_config.json", renderer, CONST_ZIP_FILE); bool projCfgLoaded = projectileEmitter.loadFromJsonFile("resources/config/spark_projectile_config.json", renderer, CONST_ZIP_FILE);
bool explosionCfgLoaded = explosionEmitter.loadFromJsonFile("resources/config/explosion_config.json", renderer, CONST_ZIP_FILE); bool explosionCfgLoaded = explosionEmitter.loadFromJsonFile("resources/config/explosion_config.json", renderer, CONST_ZIP_FILE);
explosionEmitter.setEmissionPoints(std::vector<Vector3f>()); explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
projectileEmitter.setEmissionPoints(std::vector<Vector3f>()); projectileEmitter.setEmissionPoints(std::vector<Vector3f>());
uiManager.loadFromFile("resources/config/ui.json", renderer, CONST_ZIP_FILE);
uiManager.startAnimationOnNode("backgroundNode", "bgScroll"); uiManager.loadFromFile("resources/config/main_menu.json", renderer, CONST_ZIP_FILE);
static bool isExitButtonAnimating = false; std::function<void()> loadGameplayUI;
uiManager.setAnimationCallback("settingsButton", "buttonsExit", [this]() { loadGameplayUI = [this]() {
std::cerr << "Settings button animation finished -> переход в настройки" << std::endl; uiManager.loadFromFile("resources/config/ui.json", renderer, CONST_ZIP_FILE);
if (uiManager.pushMenuFromFile("resources/config/settings.json", this->renderer, CONST_ZIP_FILE)) {
uiManager.setButtonCallback("Opt1", [this](const std::string& n) {
std::cerr << "Opt1 pressed: " << n << std::endl;
});
uiManager.setButtonCallback("Opt2", [this](const std::string& n) {
std::cerr << "Opt2 pressed: " << n << std::endl;
});
uiManager.setButtonCallback("backButton", [this](const std::string& n) {
uiManager.stopAllAnimations();
uiManager.popMenu();
});
}
else {
std::cerr << "Failed to open settings menu after animations" << std::endl;
}
});
uiManager.setAnimationCallback("exitButton", "bgScroll", []() { uiManager.startAnimationOnNode("backgroundNode", "bgScroll");
std::cerr << "Exit button bgScroll animation finished" << std::endl; static bool isExitButtonAnimating = false;
g_exitBgAnimating = false; uiManager.setAnimationCallback("settingsButton", "buttonsExit", [this]() {
}); std::cerr << "Settings button animation finished -> переход в настройки" << std::endl;
if (uiManager.pushMenuFromFile("resources/config/settings.json", this->renderer, CONST_ZIP_FILE)) {
// Set UI button callbacks uiManager.setButtonCallback("Opt1", [this](const std::string& n) {
uiManager.setButtonCallback("playButton", [this](const std::string& name) { std::cerr << "Opt1 pressed: " << n << std::endl;
std::cerr << "Play button pressed: " << name << std::endl; });
uiManager.setButtonCallback("Opt2", [this](const std::string& n) {
}); std::cerr << "Opt2 pressed: " << n << std::endl;
});
uiManager.setButtonCallback("settingsButton", [this](const std::string& name) { uiManager.setButtonCallback("backButton", [this](const std::string& n) {
std::cerr << "Settings button pressed: " << name << std::endl; uiManager.stopAllAnimations();
uiManager.startAnimationOnNode("playButton", "buttonsExit"); uiManager.popMenu();
uiManager.startAnimationOnNode("settingsButton", "buttonsExit"); });
uiManager.startAnimationOnNode("exitButton", "buttonsExit");
});
uiManager.setButtonCallback("exitButton", [this](const std::string& name) {
std::cerr << "Exit button pressed: " << name << std::endl;
if (!g_exitBgAnimating) {
std::cerr << "start repeat anim bgScroll on exitButton" << std::endl;
g_exitBgAnimating = true;
uiManager.startAnimationOnNode("exitButton", "bgScroll");
}
else {
std::cerr << "stop repeat anim bgScroll on exitButton" << std::endl;
g_exitBgAnimating = false;
uiManager.stopAnimationOnNode("exitButton", "bgScroll");
auto exitButton = uiManager.findButton("exitButton");
if (exitButton) {
exitButton->animOffsetX = 0.0f;
exitButton->animOffsetY = 0.0f;
exitButton->animScaleX = 1.0f;
exitButton->animScaleY = 1.0f;
exitButton->buildMesh();
} }
} else {
}); std::cerr << "Failed to open settings menu after animations" << std::endl;
uiManager.setButtonCallback("shootButton", [this](const std::string& name) { }
uint64_t now = SDL_GetTicks64(); });
if (now - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
lastProjectileFireTime = now;
fireProjectiles();
}
});
uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) { uiManager.setAnimationCallback("exitButton", "bgScroll", []() {
int newVel = roundf(value * 10); std::cerr << "Exit button bgScroll animation finished" << std::endl;
if (newVel != Environment::shipState.selectedVelocity) { g_exitBgAnimating = false;
newShipVelocity = newVel; });
}
uiManager.setButtonCallback("playButton", [this](const std::string& name) {
std::cerr << "Play button pressed: " << name << std::endl;
});
uiManager.setButtonCallback("settingsButton", [this](const std::string& name) {
std::cerr << "Settings button pressed: " << name << std::endl;
uiManager.startAnimationOnNode("playButton", "buttonsExit");
uiManager.startAnimationOnNode("settingsButton", "buttonsExit");
uiManager.startAnimationOnNode("exitButton", "buttonsExit");
});
uiManager.setButtonCallback("exitButton", [this](const std::string& name) {
std::cerr << "Exit button pressed: " << name << std::endl;
if (!g_exitBgAnimating) {
std::cerr << "start repeat anim bgScroll on exitButton" << std::endl;
g_exitBgAnimating = true;
uiManager.startAnimationOnNode("exitButton", "bgScroll");
}
else {
std::cerr << "stop repeat anim bgScroll on exitButton" << std::endl;
g_exitBgAnimating = false;
uiManager.stopAnimationOnNode("exitButton", "bgScroll");
auto exitButton = uiManager.findButton("exitButton");
if (exitButton) {
exitButton->animOffsetX = 0.0f;
exitButton->animOffsetY = 0.0f;
exitButton->animScaleX = 1.0f;
exitButton->animScaleY = 1.0f;
exitButton->buildMesh();
}
}
});
uiManager.setButtonCallback("shootButton", [this](const std::string& name) {
uint64_t now = SDL_GetTicks64();
if (now - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
lastProjectileFireTime = now;
const float projectileSpeed = 60.0f;
this->fireProjectiles();
Eigen::Vector3f localForward = { 0, 0, -1 };
Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized();
Eigen::Vector3f centerPos = Environment::shipState.position +
Environment::shipState.rotation * Vector3f{ 0, 0.9f, 5.0f };
Eigen::Quaternionf q(Environment::shipState.rotation);
float speedToSend = projectileSpeed + Environment::shipState.velocity;
int shotCount = 2;
std::string fireMsg = "FIRE:" +
std::to_string(now) + ":" +
std::to_string(centerPos.x()) + ":" +
std::to_string(centerPos.y()) + ":" +
std::to_string(centerPos.z()) + ":" +
std::to_string(q.w()) + ":" +
std::to_string(q.x()) + ":" +
std::to_string(q.y()) + ":" +
std::to_string(q.z()) + ":" +
std::to_string(speedToSend) + ":" +
std::to_string(shotCount);
networkClient->Send(fireMsg);
}
});
uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
int newVel = roundf(value * 10);
if (newVel != Environment::shipState.selectedVelocity) {
newShipVelocity = newVel;
}
});
};
uiManager.setButtonCallback("singleButton", [loadGameplayUI](const std::string& name) {
std::cerr << "Single button pressed: " << name << " -> load gameplay UI\n";
loadGameplayUI();
});
uiManager.setButtonCallback("multiplayerButton", [loadGameplayUI](const std::string& name) {
std::cerr << "Multiplayer button pressed: " << name << " -> load gameplay UI\n";
loadGameplayUI();
});
uiManager.setButtonCallback("exitButton", [](const std::string& name) {
std::cerr << "Exit from main menu pressed: " << name << " -> exiting\n";
Environment::exitGameLoop = true;
}); });
cubemapTexture = std::make_shared<Texture>( cubemapTexture = std::make_shared<Texture>(
@ -294,6 +442,15 @@ namespace ZL
boxAlive.resize(boxCoordsArr.size(), true); boxAlive.resize(boxCoordsArr.size(), true);
textRenderer = std::make_unique<ZL::TextRenderer>();
textRenderer->init(renderer, "resources/fonts/DroidSans.ttf", 32);
boxLabels.clear();
boxLabels.reserve(boxCoordsArr.size());
for (size_t i = 0; i < boxCoordsArr.size(); ++i) {
boxLabels.push_back("Box " + std::to_string(i + 1));
}
if (!cfgLoaded) if (!cfgLoaded)
{ {
throw std::runtime_error("Failed to load spark emitter config file!"); throw std::runtime_error("Failed to load spark emitter config file!");
@ -546,7 +703,9 @@ namespace ZL
} }
drawShip(); drawShip();
drawRemoteShips(); drawRemoteShips();
drawRemoteShipsLabels();
drawBoxes(); drawBoxes();
drawBoxesLabels();
drawUI(); drawUI();
CheckGlError(); CheckGlError();
@ -573,23 +732,38 @@ namespace ZL
// Биндим текстуру корабля один раз для всех удаленных игроков (оптимизация батчинга) // Биндим текстуру корабля один раз для всех удаленных игроков (оптимизация батчинга)
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID()); glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
auto now = std::chrono::system_clock::now(); /*auto now = std::chrono::system_clock::now();
//Apply server delay: //Apply server delay:
now -= std::chrono::milliseconds(CLIENT_DELAY); now -= std::chrono::milliseconds(CLIENT_DELAY);
latestRemotePlayers = networkClient->getRemotePlayers(); latestRemotePlayers = networkClient->getRemotePlayers();
*/
// Если сервер прислал коробки, применяем их однократно вместо локальной генерации
if (!serverBoxesApplied && networkClient) {
auto sboxes = networkClient->getServerBoxes();
if (!sboxes.empty()) {
boxCoordsArr.clear();
for (auto& b : sboxes) {
BoxCoords bc;
bc.pos = b.first;
bc.m = b.second;
boxCoordsArr.push_back(bc);
}
boxRenderArr.resize(boxCoordsArr.size());
for (int i = 0; i < (int)boxCoordsArr.size(); ++i) {
boxRenderArr[i].AssignFrom(boxBase);
boxRenderArr[i].RefreshVBO();
}
boxAlive.assign(boxCoordsArr.size(), true);
serverBoxesApplied = true;
}
}
// Итерируемся по актуальным данным из extrapolateRemotePlayers // Итерируемся по актуальным данным из extrapolateRemotePlayers
for (auto const& [id, remotePlayer] : latestRemotePlayers) { for (auto const& [id, remotePlayer] : remotePlayerStates) {
if (!remotePlayer.canFetchClientStateAtTime(now))
{
continue;
}
ClientState playerState = remotePlayer.fetchClientStateAtTime(now);
const ClientState& playerState = remotePlayer;
renderer.PushMatrix(); renderer.PushMatrix();
renderer.LoadIdentity(); renderer.LoadIdentity();
@ -618,6 +792,59 @@ namespace ZL
CheckGlError(); CheckGlError();
} }
void Game::drawRemoteShipsLabels()
{
if (!textRenderer) return;
#ifdef NETWORK
// 2D поверх 3D
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Берем удаленных игроков
//latestRemotePlayers = networkClient->getRemotePlayers();
auto now = std::chrono::system_clock::now();
now -= std::chrono::milliseconds(CLIENT_DELAY);
for (auto const& [id, remotePlayer] : remotePlayerStates)
{
const ClientState& st = remotePlayer;
// Позиция корабля в мире
Vector3f shipWorld = st.position;
float distSq = (Environment::shipState.position - shipWorld).squaredNorm();
/*if (distSq > MAX_DIST_SQ) // дальность прорисовки никнейма
continue;*/
float dist = sqrt(distSq);
float alpha = 1.0f; // постоянная видимость
/*float alpha = std::clamp(1.f - (dist - FADE_START) / FADE_RANGE, 0.f, 1.f); // дальность прорисовки никнейма
if (alpha < 0.01f)
continue; */
Vector3f labelWorld = shipWorld + Vector3f{ 0.f, -4.f, 0.f }; // регулировка высоты
float sx, sy, depth;
if (!worldToScreen(labelWorld, sx, sy, depth))
continue;
float uiX = sx, uiY = sy;
float scale = std::clamp(BASE_SCALE / (dist * PERSPECTIVE_K + 1.f), MIN_SCALE, MAX_SCALE);
// Дефолтный лейбл
std::string label = "Player (" + std::to_string(st.id) + ") " + std::to_string((int)dist) + "m";
// TODO: nickname sync
textRenderer->drawText(label, uiX + 1.f, uiY + 1.f, scale, true, {0.f, 0.f, 0.f, alpha}); // color param
textRenderer->drawText(label, uiX, uiY, scale, true, { 1.f, 1.f, 1.f, alpha });
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
#endif
}
void Game::processTickCount() { void Game::processTickCount() {
if (lastTickCount == 0) { if (lastTickCount == 0) {
@ -625,6 +852,9 @@ namespace ZL
lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>( lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch() std::chrono::system_clock::now().time_since_epoch()
).count(); ).count();
lastTickCount = (lastTickCount / 50)*50;
return; return;
} }
@ -633,12 +863,14 @@ namespace ZL
std::chrono::system_clock::now().time_since_epoch() std::chrono::system_clock::now().time_since_epoch()
).count(); ).count();
newTickCount = (newTickCount / 50) * 50;
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) { if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
size_t delta = newTickCount - lastTickCount; size_t delta = newTickCount - lastTickCount;
if (delta > CONST_MAX_TIME_INTERVAL) if (delta > CONST_MAX_TIME_INTERVAL)
{ {
throw std::runtime_error("Synchronization is lost"); //throw std::runtime_error("Synchronization is lost");
} }
auto now_ms = newTickCount; auto now_ms = newTickCount;
@ -646,15 +878,7 @@ namespace ZL
sparkEmitter.update(static_cast<float>(delta)); sparkEmitter.update(static_cast<float>(delta));
planetObject.update(static_cast<float>(delta)); planetObject.update(static_cast<float>(delta));
static float pingTimer = 0.0f;
pingTimer += delta;
if (pingTimer >= 1000.0f) {
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(pingMsg);
std::cout << "Sending: " << pingMsg << std::endl;
pingTimer = 0.0f;
}
//Handle input: //Handle input:
@ -710,9 +934,44 @@ namespace ZL
std::cout << "Sending: " << msg << std::endl; std::cout << "Sending: " << msg << std::endl;
} }
Environment::shipState.simulate_physics(delta); long long leftoverDelta = delta;
while (leftoverDelta > 0)
{
long long miniDelta = 50;
Environment::shipState.simulate_physics(miniDelta);
leftoverDelta -= miniDelta;
}
Environment::inverseShipMatrix = Environment::shipState.rotation.inverse(); Environment::inverseShipMatrix = Environment::shipState.rotation.inverse();
static float pingTimer = 0.0f;
pingTimer += delta;
if (pingTimer >= 1000.0f) {
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(pingMsg);
std::cout << "Sending: " << pingMsg << std::endl;
pingTimer = 0.0f;
}
auto latestRemotePlayers = networkClient->getRemotePlayers();
std::chrono::system_clock::time_point nowRounded{ std::chrono::milliseconds(newTickCount) };
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
if (!remotePlayer.canFetchClientStateAtTime(nowRounded))
{
continue;
}
ClientState playerState = remotePlayer.fetchClientStateAtTime(nowRounded);
remotePlayerStates[id] = playerState;
}
for (auto& p : projectiles) { for (auto& p : projectiles) {
if (p && p->isActive()) { if (p && p->isActive()) {
p->update(static_cast<float>(delta), renderer); p->update(static_cast<float>(delta), renderer);
@ -1095,6 +1354,87 @@ namespace ZL
render(); render();
mainThreadHandler.processMainThreadTasks(); mainThreadHandler.processMainThreadTasks();
networkClient->Poll(); networkClient->Poll();
if (networkClient) {
auto pending = networkClient->getPendingProjectiles();
if (!pending.empty()) {
const float projectileSpeed = 60.0f;
const float lifeMs = 5000.0f;
const float size = 0.5f;
for (const auto& pi : pending) {
const std::vector<Vector3f> localOffsets = {
Vector3f{ -1.5f, 0.9f, 5.0f },
Vector3f{ 1.5f, 0.9f, 5.0f }
//Vector3f{},
//Vector3f{}
};
Vector3f localForward = { 0, 0, -1 };
Vector3f worldForward = pi.rotation * localForward;
float len = worldForward.norm();
if (len <= 1e-6f) {
continue;
}
worldForward /= len;
Vector3f baseVel = worldForward * pi.velocity;
for (const auto& off : localOffsets) {
Vector3f shotPos = pi.position + (pi.rotation * off);
for (auto& p : projectiles) {
if (!p->isActive()) {
p->init(shotPos, baseVel, lifeMs, size, projectileTexture, renderer);
break;
}
}
}
}
/*
auto remotePlayersSnapshot = networkClient->getRemotePlayers();
for (const auto& pi : pending) {
Eigen::Vector3f dir = pi.direction;
float len = dir.norm();
if (len <= 1e-6f) continue;
dir /= len;
Eigen::Matrix3f shooterRot = Eigen::Matrix3f::Identity();
float shooterVel = 0.0f;
auto it = remotePlayersSnapshot.find(pi.shooterId);
if (it != remotePlayersSnapshot.end()) {
std::chrono::system_clock::time_point pktTime{ std::chrono::milliseconds(pi.clientTime) };
if (it->second.canFetchClientStateAtTime(pktTime)) {
ClientState shooterState = it->second.fetchClientStateAtTime(pktTime);
shooterRot = shooterState.rotation;
shooterVel = shooterState.velocity;
}
}
float speedWithOwner = projectileSpeed + shooterVel;
Eigen::Vector3f baseVel = dir * speedWithOwner;
int shotCount = 2;
std::vector<Eigen::Vector3f> localOffsets = {
{-1.5f, 0.9f, 5.0f},
{ 1.5f, 0.9f, 5.0f}
};
for (int i = 0; i < shotCount; ++i) {
Eigen::Vector3f rotatedOffset = shooterRot * localOffsets[i];
Eigen::Vector3f shotPos = pi.position + rotatedOffset;
for (auto& p : projectiles) {
if (!p->isActive()) {
p->init(shotPos, baseVel, lifeMs, size, projectileTexture, renderer);
break;
}
}
}
}*/
}
}
} }
void Game::handleDown(int mx, int my) void Game::handleDown(int mx, int my)

View File

@ -10,6 +10,10 @@
#include "utils/TaskManager.h" #include "utils/TaskManager.h"
#include "network/NetworkInterface.h" #include "network/NetworkInterface.h"
#include <queue> #include <queue>
#include <vector>
#include <string>
#include <memory>
#include <render/TextRenderer.h>
namespace ZL { namespace ZL {
@ -43,10 +47,14 @@ namespace ZL {
void drawCubemap(float skyPercent); void drawCubemap(float skyPercent);
void drawShip(); void drawShip();
void drawBoxes(); void drawBoxes();
void drawBoxesLabels();
void drawUI(); void drawUI();
void drawRemoteShips(); void drawRemoteShips();
void drawRemoteShipsLabels();
void fireProjectiles(); void fireProjectiles();
bool worldToScreen(const Vector3f& world, float& outX, float& outY, float& outDepth) const;
void handleDown(int mx, int my); void handleDown(int mx, int my);
void handleUp(int mx, int my); void handleUp(int mx, int my);
void handleMotion(int mx, int my); void handleMotion(int mx, int my);
@ -62,7 +70,11 @@ namespace ZL {
std::vector<BoxCoords> boxCoordsArr; std::vector<BoxCoords> boxCoordsArr;
std::vector<VertexRenderStruct> boxRenderArr; std::vector<VertexRenderStruct> boxRenderArr;
std::unordered_map<int, ClientStateInterval> latestRemotePlayers; std::vector<std::string> boxLabels;
std::unique_ptr<TextRenderer> textRenderer;
//std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
std::unordered_map<int, ClientState> remotePlayerStates;
float newShipVelocity = 0; float newShipVelocity = 0;
@ -105,6 +117,14 @@ namespace ZL {
uint64_t lastExplosionTime = 0; uint64_t lastExplosionTime = 0;
const uint64_t explosionDurationMs = 500; const uint64_t explosionDurationMs = 500;
bool serverBoxesApplied = false;
static constexpr float MAX_DIST_SQ = 10000.f * 10000.f;
static constexpr float FADE_START = 6000.f;
static constexpr float FADE_RANGE = 4000.f;
static constexpr float BASE_SCALE = 140.f;
static constexpr float PERSPECTIVE_K = 0.05f; // Tune
static constexpr float MIN_SCALE = 0.4f;
static constexpr float MAX_SCALE = 1.5f;
}; };

View File

@ -157,6 +157,16 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
deltaMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowTime - lastUpdateServerTime).count(); deltaMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowTime - lastUpdateServerTime).count();
} }
long long deltaMsLeftover = deltaMs;
while (deltaMsLeftover > 0)
{
long long miniDelta = 50;
simulate_physics(miniDelta);
deltaMsLeftover -= miniDelta;
}
/*
// 3. Защита от слишком больших скачков (Clamp) // 3. Защита от слишком больших скачков (Clamp)
// Если лаг более 500мс, ограничиваем его, чтобы избежать резких рывков // Если лаг более 500мс, ограничиваем его, чтобы избежать резких рывков
long long final_lag_ms = deltaMs;//min(deltaMs, 500ll); long long final_lag_ms = deltaMs;//min(deltaMs, 500ll);
@ -165,7 +175,7 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
// Доматываем симуляцию на величину задержки // Доматываем симуляцию на величину задержки
// Мы предполагаем, что за это время параметры управления не менялись // Мы предполагаем, что за это время параметры управления не менялись
simulate_physics(final_lag_ms); simulate_physics(final_lag_ms);
} }*/
} }
void ClientState::handle_full_sync(const std::vector<std::string>& parts, int startFrom) { void ClientState::handle_full_sync(const std::vector<std::string>& parts, int startFrom) {

View File

@ -20,7 +20,7 @@ constexpr float PLANET_MAX_ANGULAR_VELOCITY = 10.f;
constexpr float PITCH_LIMIT = static_cast<float>(M_PI) / 9.f;//18.0f; constexpr float PITCH_LIMIT = static_cast<float>(M_PI) / 9.f;//18.0f;
constexpr long long SERVER_DELAY = 0; //ms constexpr long long SERVER_DELAY = 0; //ms
constexpr long long CLIENT_DELAY = 200; //ms constexpr long long CLIENT_DELAY = 1000; //ms
constexpr long long CUTOFF_TIME = 5000; //ms constexpr long long CUTOFF_TIME = 5000; //ms
struct ClientState { struct ClientState {

View File

@ -4,15 +4,17 @@
namespace ZL { namespace ZL {
void LocalClient::Connect(const std::string& host, uint16_t port) { void LocalClient::Connect(const std::string& host, uint16_t port) {
} }
void LocalClient::Poll() { void LocalClient::Poll() {
} }
void LocalClient::Send(const std::string& message) { void LocalClient::Send(const std::string& message) {
}
}
std::vector<ProjectileInfo> LocalClient::getPendingProjectiles() {
return {};
}
} }

View File

@ -17,9 +17,14 @@ namespace ZL {
bool IsConnected() const override { return true; } bool IsConnected() const override { return true; }
int GetClientId() const { return 1; } int GetClientId() const { return 1; }
std::vector<ProjectileInfo> getPendingProjectiles();
std::unordered_map<int, ClientStateInterval> getRemotePlayers() override { std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
return std::unordered_map<int, ClientStateInterval>(); return std::unordered_map<int, ClientStateInterval>();
} }
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override {
return {};
}
}; };
} }

View File

@ -7,6 +7,15 @@
// NetworkInterface.h - »нтерфейс дл¤ разных типов соединений // NetworkInterface.h - »нтерфейс дл¤ разных типов соединений
namespace ZL { namespace ZL {
struct ProjectileInfo {
int shooterId = -1;
uint64_t clientTime = 0;
Eigen::Vector3f position = Eigen::Vector3f::Zero();
//Eigen::Vector3f direction = Eigen::Vector3f::Zero();
Eigen::Matrix3f rotation = Eigen::Matrix3f::Identity();
float velocity = 0;
};
class INetworkClient { class INetworkClient {
public: public:
virtual ~INetworkClient() = default; virtual ~INetworkClient() = default;
@ -15,5 +24,9 @@ namespace ZL {
virtual bool IsConnected() const = 0; virtual bool IsConnected() const = 0;
virtual void Poll() = 0; // ƒл¤ обработки вход¤щих пакетов virtual void Poll() = 0; // ƒл¤ обработки вход¤щих пакетов
virtual std::unordered_map<int, ClientStateInterval> getRemotePlayers() = 0; virtual std::unordered_map<int, ClientStateInterval> getRemotePlayers() = 0;
virtual std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() = 0;
virtual std::vector<ProjectileInfo> getPendingProjectiles() = 0;
}; };
} }

View File

@ -6,170 +6,272 @@
// Вспомогательный split // Вспомогательный split
std::vector<std::string> split(const std::string& s, char delimiter) { std::vector<std::string> split(const std::string& s, char delimiter) {
std::vector<std::string> tokens; std::vector<std::string> tokens;
std::string token; std::string token;
std::istringstream tokenStream(s); std::istringstream tokenStream(s);
while (std::getline(tokenStream, token, delimiter)) { while (std::getline(tokenStream, token, delimiter)) {
tokens.push_back(token); tokens.push_back(token);
} }
return tokens; return tokens;
} }
namespace ZL { namespace ZL {
void WebSocketClient::Connect(const std::string& host, uint16_t port) { void WebSocketClient::Connect(const std::string& host, uint16_t port) {
try { try {
boost::asio::ip::tcp::resolver resolver(ioc_); boost::asio::ip::tcp::resolver resolver(ioc_);
auto const results = resolver.resolve(host, std::to_string(port)); auto const results = resolver.resolve(host, std::to_string(port));
ws_ = std::make_unique<boost::beast::websocket::stream<boost::beast::tcp_stream>>(ioc_); ws_ = std::make_unique<boost::beast::websocket::stream<boost::beast::tcp_stream>>(ioc_);
// Выполняем синхронный коннект и handshake для простоты старта // Выполняем синхронный коннект и handshake для простоты старта
boost::beast::get_lowest_layer(*ws_).connect(results); boost::beast::get_lowest_layer(*ws_).connect(results);
ws_->handshake(host, "/"); ws_->handshake(host, "/");
connected = true; connected = true;
// Запускаем асинхронное чтение в пуле потоков TaskManager // Запускаем асинхронное чтение в пуле потоков TaskManager
startAsyncRead(); startAsyncRead();
} }
catch (std::exception& e) { catch (std::exception& e) {
std::cerr << "Network Error: " << e.what() << std::endl; std::cerr << "Network Error: " << e.what() << std::endl;
} }
} }
void WebSocketClient::startAsyncRead() { void WebSocketClient::startAsyncRead() {
ws_->async_read(buffer_, [this](boost::beast::error_code ec, std::size_t bytes) { ws_->async_read(buffer_, [this](boost::beast::error_code ec, std::size_t bytes) {
if (!ec) { if (!ec) {
std::string msg = boost::beast::buffers_to_string(buffer_.data()); std::string msg = boost::beast::buffers_to_string(buffer_.data());
buffer_.consume(bytes); buffer_.consume(bytes);
processIncomingMessage(msg); processIncomingMessage(msg);
startAsyncRead(); startAsyncRead();
} }
else { else {
connected = false; connected = false;
} }
}); });
} }
void WebSocketClient::processIncomingMessage(const std::string& msg) { void WebSocketClient::processIncomingMessage(const std::string& msg) {
// Логика парсинга... // Логика парсинга...
if (msg.rfind("ID:", 0) == 0) { if (msg.rfind("ID:", 0) == 0) {
clientId = std::stoi(msg.substr(3)); clientId = std::stoi(msg.substr(3));
} }
// Безопасно кладем в очередь для главного потока // Безопасно кладем в очередь для главного потока
std::lock_guard<std::mutex> lock(queueMutex); std::lock_guard<std::mutex> lock(queueMutex);
messageQueue.push(msg); messageQueue.push(msg);
} }
void WebSocketClient::Poll() { std::vector<ProjectileInfo> WebSocketClient::getPendingProjectiles() {
std::lock_guard<std::mutex> lock(queueMutex); std::lock_guard<std::mutex> lock(projMutex_);
auto copy = pendingProjectiles_;
pendingProjectiles_.clear();
return copy;
}
while (!messageQueue.empty()) { void WebSocketClient::Poll() {
std::lock_guard<std::mutex> lock(queueMutex);
auto nowTime = std::chrono::system_clock::now(); while (!messageQueue.empty()) {
//Apply server delay: auto nowTime = std::chrono::system_clock::now();
nowTime -= std::chrono::milliseconds(CLIENT_DELAY);
auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>( //Apply server delay:
nowTime.time_since_epoch() nowTime -= std::chrono::milliseconds(CLIENT_DELAY);
).count();
auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
nowTime.time_since_epoch()
).count();
std::string msg = messageQueue.front(); std::string msg = messageQueue.front();
messageQueue.pop(); messageQueue.pop();
if (msg.rfind("EVENT:", 0) == 0) { // Обработка списка коробок от сервера
auto parts = split(msg, ':'); if (msg.rfind("BOXES:", 0) == 0) {
if (parts.size() < 5) continue; // EVENT:ID:TYPE:TIME:DATA... std::string payload = msg.substr(6); // после "BOXES:"
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> parsedBoxes;
if (!payload.empty()) {
auto items = split(payload, '|');
for (auto& item : items) {
if (item.empty()) continue;
auto parts = split(item, ':');
if (parts.size() < 7) continue;
try {
float px = std::stof(parts[0]);
float py = std::stof(parts[1]);
float pz = std::stof(parts[2]);
Eigen::Quaternionf q(
std::stof(parts[3]),
std::stof(parts[4]),
std::stof(parts[5]),
std::stof(parts[6])
);
Eigen::Matrix3f rot = q.toRotationMatrix();
parsedBoxes.emplace_back(Eigen::Vector3f{ px, py, pz }, rot);
}
catch (...) {
// пропускаем некорректную запись
continue;
}
}
}
{
std::lock_guard<std::mutex> bLock(boxesMutex);
serverBoxes_ = std::move(parsedBoxes);
}
continue;
}
int remoteId = std::stoi(parts[1]); if (msg.rfind("PROJECTILE:", 0) == 0) {
std::string subType = parts[2]; auto parts = split(msg, ':');
uint64_t sentTime = std::stoull(parts[3]); if (parts.size() >= 10) {
try {
ProjectileInfo pi;
pi.shooterId = std::stoi(parts[1]);
pi.clientTime = std::stoull(parts[2]);
pi.position = Eigen::Vector3f(
std::stof(parts[3]),
std::stof(parts[4]),
std::stof(parts[5])
);
Eigen::Quaternionf q(
std::stof(parts[6]),
std::stof(parts[7]),
std::stof(parts[8]),
std::stof(parts[9])
);
pi.rotation = q.toRotationMatrix();
ClientState remoteState; pi.velocity = std::stof(parts[10]);
std::lock_guard<std::mutex> pl(projMutex_);
pendingProjectiles_.push_back(pi);
}
catch (...) {
}
}
continue;
}
if (msg.rfind("EVENT:", 0) == 0) {
auto parts = split(msg, ':');
if (parts.size() < 5) continue; // EVENT:ID:TYPE:TIME:DATA...
int remoteId = std::stoi(parts[1]);
std::string subType = parts[2];
uint64_t sentTime = std::stoull(parts[3]);
ClientState remoteState;
remoteState.id = remoteId; remoteState.id = remoteId;
std::chrono::system_clock::time_point uptime_timepoint{ std::chrono::duration_cast<std::chrono::system_clock::time_point::duration>(std::chrono::milliseconds(sentTime)) }; std::chrono::system_clock::time_point uptime_timepoint{ std::chrono::duration_cast<std::chrono::system_clock::time_point::duration>(std::chrono::milliseconds(sentTime)) };
remoteState.lastUpdateServerTime = uptime_timepoint; remoteState.lastUpdateServerTime = uptime_timepoint;
if (subType == "UPD") { if (subType == "UPD") {
int startFrom = 4; int startFrom = 4;
remoteState.position = { std::stof(parts[startFrom]), std::stof(parts[startFrom + 1]), std::stof(parts[startFrom + 2]) }; remoteState.position = { std::stof(parts[startFrom]), std::stof(parts[startFrom + 1]), std::stof(parts[startFrom + 2]) };
Eigen::Quaternionf q( Eigen::Quaternionf q(
std::stof(parts[startFrom + 3]), std::stof(parts[startFrom + 3]),
std::stof(parts[startFrom + 4]), std::stof(parts[startFrom + 4]),
std::stof(parts[startFrom + 5]), std::stof(parts[startFrom + 5]),
std::stof(parts[startFrom + 6])); std::stof(parts[startFrom + 6]));
remoteState.rotation = q.toRotationMatrix(); remoteState.rotation = q.toRotationMatrix();
remoteState.currentAngularVelocity = Eigen::Vector3f{ remoteState.currentAngularVelocity = Eigen::Vector3f{
std::stof(parts[startFrom + 7]), std::stof(parts[startFrom + 7]),
std::stof(parts[startFrom + 8]), std::stof(parts[startFrom + 8]),
std::stof(parts[startFrom + 9]) }; std::stof(parts[startFrom + 9]) };
remoteState.velocity = std::stof(parts[startFrom + 10]); remoteState.velocity = std::stof(parts[startFrom + 10]);
remoteState.selectedVelocity = std::stoi(parts[startFrom + 11]); remoteState.selectedVelocity = std::stoi(parts[startFrom + 11]);
remoteState.discreteMag = std::stof(parts[startFrom + 12]); remoteState.discreteMag = std::stof(parts[startFrom + 12]);
remoteState.discreteAngle = std::stoi(parts[startFrom + 13]); remoteState.discreteAngle = std::stoi(parts[startFrom + 13]);
} }
else else
{ {
throw std::runtime_error("Unknown EVENT subtype: " + subType); throw std::runtime_error("Unknown EVENT subtype: " + subType);
} }
{ {
std::lock_guard<std::mutex> pLock(playersMutex); std::lock_guard<std::mutex> pLock(playersMutex);
auto& rp = remotePlayers[remoteId]; auto& rp = remotePlayers[remoteId];
rp.add_state(remoteState); rp.add_state(remoteState);
} }
} }
} if (msg.rfind("SNAPSHOT:", 0) == 0) {
} auto mainParts = split(msg.substr(9), '|'); // Отсекаем "SNAPSHOT:" и делим по игрокам
void WebSocketClient::Send(const std::string& message) { if (mainParts.empty()) continue;
if (!connected) return;
auto ss = std::make_shared<std::string>(message); uint64_t serverTimestamp = std::stoull(mainParts[0]);
std::chrono::system_clock::time_point serverTime{ std::chrono::milliseconds(serverTimestamp) };
std::lock_guard<std::mutex> lock(writeMutex_); for (size_t i = 1; i < mainParts.size(); ++i) {
writeQueue_.push(ss); auto playerParts = split(mainParts[i], ':');
if (playerParts.size() < 15) continue; // ID + 14 полей ClientState
// Если сейчас ничего не записывается, инициируем первую запись int rId = std::stoi(playerParts[0]);
if (!isWriting_) { if (rId == clientId) continue; // Свое состояние игрок знает лучше всех (Client Side Prediction)
doWrite();
}
}
void WebSocketClient::doWrite() { ClientState remoteState;
// Эта функция всегда вызывается под мьютексом или из колбэка remoteState.id = rId;
if (writeQueue_.empty()) { remoteState.lastUpdateServerTime = serverTime;
isWriting_ = false;
return;
}
isWriting_ = true; // Используем твой handle_full_sync, начиная со 2-го индекса (пропускаем ID в playerParts)
auto message = writeQueue_.front(); remoteState.handle_full_sync(playerParts, 1);
// Захватываем self (shared_from_this), чтобы объект не удалился во время записи {
ws_->async_write( std::lock_guard<std::mutex> pLock(playersMutex);
boost::asio::buffer(*message), remotePlayers[rId].add_state(remoteState);
[this, message](boost::beast::error_code ec, std::size_t) { }
if (ec) { }
connected = false; continue;
return; }
}
std::lock_guard<std::mutex> lock(writeMutex_); }
writeQueue_.pop(); // Удаляем отправленное сообщение }
doWrite(); // Проверяем следующее void WebSocketClient::Send(const std::string& message) {
} if (!connected) return;
);
} auto ss = std::make_shared<std::string>(message);
std::lock_guard<std::mutex> lock(writeMutex_);
writeQueue_.push(ss);
// Если сейчас ничего не записывается, инициируем первую запись
if (!isWriting_) {
doWrite();
}
}
void WebSocketClient::doWrite() {
// Эта функция всегда вызывается под мьютексом или из колбэка
if (writeQueue_.empty()) {
isWriting_ = false;
return;
}
isWriting_ = true;
auto message = writeQueue_.front();
// Захватываем self (shared_from_this), чтобы объект не удалился во время записи
ws_->async_write(
boost::asio::buffer(*message),
[this, message](boost::beast::error_code ec, std::size_t) {
if (ec) {
connected = false;
return;
}
std::lock_guard<std::mutex> lock(writeMutex_);
writeQueue_.pop(); // Удаляем отправленное сообщение
doWrite(); // Проверяем следующее
}
);
}
} }
#endif #endif

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@ -34,6 +34,13 @@ namespace ZL {
std::unordered_map<int, ClientStateInterval> remotePlayers; std::unordered_map<int, ClientStateInterval> remotePlayers;
std::mutex playersMutex; std::mutex playersMutex;
// Серверные коробки
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> serverBoxes_;
std::mutex boxesMutex;
std::vector<ProjectileInfo> pendingProjectiles_;
std::mutex projMutex_;
void startAsyncRead(); void startAsyncRead();
void processIncomingMessage(const std::string& msg); void processIncomingMessage(const std::string& msg);
@ -54,6 +61,13 @@ namespace ZL {
std::lock_guard<std::mutex> lock(playersMutex); std::lock_guard<std::mutex> lock(playersMutex);
return remotePlayers; return remotePlayers;
} }
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override {
std::lock_guard<std::mutex> lock(boxesMutex);
return serverBoxes_;
}
std::vector<ProjectileInfo> getPendingProjectiles() override;
}; };
} }
#endif #endif

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@ -835,6 +835,15 @@ namespace ZL {
} }
} }
void Renderer::RenderUniform4fv(const std::string& uniformName, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end()) {
glUniform4fv(uniform->second, 1, value);
}
}
void Renderer::RenderUniform1i(const std::string& uniformName, const int value) void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
{ {
auto shader = shaderManager.GetCurrentShader(); auto shader = shaderManager.GetCurrentShader();

View File

@ -138,6 +138,7 @@ namespace ZL {
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value); void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
void RenderUniform1i(const std::string& uniformName, const int value); void RenderUniform1i(const std::string& uniformName, const int value);
void RenderUniform3fv(const std::string& uniformName, const float* value); void RenderUniform3fv(const std::string& uniformName, const float* value);
void RenderUniform4fv(const std::string& uniformName, const float* value);
void RenderUniform1f(const std::string& uniformName, float value); void RenderUniform1f(const std::string& uniformName, float value);
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer); void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);

View File

@ -14,7 +14,8 @@ namespace ZL {
char infoLog[CONST_INFOLOG_LENGTH]; char infoLog[CONST_INFOLOG_LENGTH];
int infoLogLength; int infoLogLength;
char infoLog2[CONST_INFOLOG_LENGTH];
int infoLogLength2;
int vertexShaderCompiled; int vertexShaderCompiled;
int fragmentShaderCompiled; int fragmentShaderCompiled;
int programLinked; int programLinked;
@ -40,7 +41,8 @@ namespace ZL {
glCompileShader(fragmentShader); glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog); glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
if (!vertexShaderCompiled) { if (!vertexShaderCompiled) {
#ifdef __ANDROID__ #ifdef __ANDROID__

198
src/render/TextRenderer.cpp Normal file
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@ -0,0 +1,198 @@
#include "render/TextRenderer.h"
#include <ft2build.h>
#include FT_FREETYPE_H
#include "Environment.h"
#include "render/OpenGlExtensions.h"
#include <iostream>
#include <array>
namespace ZL {
TextRenderer::~TextRenderer()
{
for (auto& kv : glyphs) {
if (kv.second.texID) glDeleteTextures(1, &kv.second.texID);
}
glyphs.clear();
if (vbo) glDeleteBuffers(1, &vbo);
// if (vao) glDeleteVertexArrays(1, &vao);
vao = 0;
vbo = 0;
}
bool TextRenderer::init(Renderer& renderer, const std::string& ttfPath, int pixelSize)
{
r = &renderer;
r->shaderManager.AddShaderFromFiles(shaderName,
"resources/shaders/text2d.vertex",
"resources/shaders/text2d.fragment",
"" // ZIP пустой
);
if (!loadGlyphs(ttfPath, pixelSize)) return false;
// VAO/VBO для 6 вершин (2 треугольника) * (pos.xy + uv.xy) = 4 float
// glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
//glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return true;
}
bool TextRenderer::loadGlyphs(const std::string& ttfPath, int pixelSize)
{
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
std::cerr << "FreeType: FT_Init_FreeType failed\n";
return false;
}
FT_Face face;
if (FT_New_Face(ft, ttfPath.c_str(), 0, &face)) {
std::cerr << "FreeType: failed to load font: " << ttfPath << "\n";
FT_Done_FreeType(ft);
return false;
}
FT_Set_Pixel_Sizes(face, 0, pixelSize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glyphs.clear();
for (unsigned char c = 32; c < 128; ++c) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
continue;
}
unsigned int tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GlyphInfo g;
g.texID = tex;
g.size = Eigen::Vector2f((float)face->glyph->bitmap.width, (float)face->glyph->bitmap.rows);
g.bearing = Eigen::Vector2f((float)face->glyph->bitmap_left, (float)face->glyph->bitmap_top);
g.advance = (unsigned int)face->glyph->advance.x;
glyphs.emplace((char)c, g);
}
FT_Done_Face(face);
FT_Done_FreeType(ft);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void TextRenderer::drawText(const std::string& text, float x, float y, float scale, bool centered, std::array<float, 4> color)
{
if (!r) return;
// Считаем ширину строки для центрирования
float totalW = 0.0f;
if (centered) {
for (char ch : text) {
auto it = glyphs.find(ch);
if (it == glyphs.end()) continue;
totalW += (it->second.advance >> 6) * scale;
}
x -= totalW * 0.5f;
}
r->shaderManager.PushShader(shaderName);
// Орто-проекция в пикселях: (0..W, 0..H)
float W = (float)Environment::width;
float H = (float)Environment::height;
Eigen::Matrix4f proj = Eigen::Matrix4f::Identity();
proj(0,0) = 2.0f / W;
proj(1,1) = 2.0f / H;
proj(0,3) = -1.0f;
proj(1,3) = -1.0f;
// uProjection
r->RenderUniformMatrix4fv("uProjection", false, proj.data());
r->RenderUniform1i("uText", 0);
r->RenderUniform4fv("uColor", color.data());
glActiveTexture(GL_TEXTURE0);
// glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
r->EnableVertexAttribArray("vPosition");
r->EnableVertexAttribArray("vTexCoord");
r->VertexAttribPointer2fv("vPosition", 4 * sizeof(float), (const char*)0);
r->VertexAttribPointer2fv("vTexCoord", 4 * sizeof(float), (const char*)(2 * sizeof(float)));
float penX = x;
float penY = y;
for (char ch : text) {
auto it = glyphs.find(ch);
if (it == glyphs.end()) continue;
const GlyphInfo& g = it->second;
float xpos = penX + g.bearing.x() * scale;
float ypos = penY - (g.size.y() - g.bearing.y()) * scale;
float w = g.size.x() * scale;
float h = g.size.y() * scale;
// 2 треугольника
float verts[6][4] = {
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos, ypos, 0.0f, 1.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos + w, ypos + h, 1.0f, 0.0f }
};
glBindTexture(GL_TEXTURE_2D, g.texID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts);
glDrawArrays(GL_TRIANGLES, 0, 6);
penX += (g.advance >> 6) * scale;
}
// cleanup
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
r->DisableVertexAttribArray("vPosition");
r->DisableVertexAttribArray("vTexCoord");
r->shaderManager.PopShader();
}
} // namespace ZL

42
src/render/TextRenderer.h Normal file
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@ -0,0 +1,42 @@
#pragma once
#include <string>
#include <memory>
#include <vector>
#include <unordered_map>
#include <Eigen/Dense>
#include "render/Renderer.h"
#include <array>
namespace ZL {
struct GlyphInfo {
unsigned int texID = 0; // GL texture for glyph
Eigen::Vector2f size; // glyph size in pixels
Eigen::Vector2f bearing; // offset from baseline
unsigned int advance = 0; // advance.x in 1/64 pixels
};
class TextRenderer {
public:
TextRenderer() = default;
~TextRenderer();
bool init(Renderer& renderer, const std::string& ttfPath, int pixelSize);
void drawText(const std::string& text, float x, float y, float scale, bool centered, std::array<float, 4> color = { 1.f,1.f,1.f,1.f });
private:
bool loadGlyphs(const std::string& ttfPath, int pixelSize);
Renderer* r = nullptr;
std::unordered_map<char, GlyphInfo> glyphs;
// OpenGL objects for a dynamic quad
unsigned int vao = 0;
unsigned int vbo = 0;
std::string shaderName = "text2d";
};
} // namespace ZL