151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: ServerWorld.cpp
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*
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* Description:
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*
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* Created: 12/01/2019 14:02:22
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#include <gk/core/GameClock.hpp>
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#include "Config.hpp"
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#include "Network.hpp"
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#include "Server.hpp"
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#include "ServerPlayer.hpp"
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#include "ServerWorld.hpp"
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ServerWorld::ServerWorld() {
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}
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void ServerWorld::update(Server &server, std::unordered_map<u16, ServerPlayer> &players) {
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if (m_lastTick < gk::GameClock::getTicks() / 50) {
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m_lastTick = gk::GameClock::getTicks() / 50;
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for (auto &it : m_chunks) {
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it.second->tick(players, *this, server);
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it.second->update();
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if (it.second->isGenerated() && !it.second->isSent()) {
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for (auto &client : server.info().clients())
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sendChunkData(client, it.second.get());
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// DEBUG("Chunk updated at", it->x(), it->y(), it->z());
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it.second->setSent(true);
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}
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}
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}
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}
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void ServerWorld::sendSpawnData(Client &client, ServerPlayer &player) {
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// Player chunk pos
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int pcx = std::floor(player.x() / CHUNK_WIDTH);
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int pcy = std::floor(player.y() / CHUNK_HEIGHT);
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int pcz = std::floor(player.z() / CHUNK_DEPTH);
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// Create a chunk at the current player position
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auto it = m_chunks.emplace(gk::Vector3i{pcx, pcy, pcz}, new ServerChunk(pcx, pcy, pcz));
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ServerChunk *chunk = it.first->second.get();
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// Send the chunk to the client
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sendChunkData(client, chunk);
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// Load surrounding chunks, starting from the one we generated above
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std::queue<ServerChunk *> chunks;
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chunks.emplace(chunk);
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while (!chunks.empty()) {
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ServerChunk *chunk = chunks.front();
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chunks.pop();
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gk::Vector3i surroundingChunks[6] = {
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{chunk->x() - 1, chunk->y(), chunk->z()},
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{chunk->x() + 1, chunk->y(), chunk->z()},
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{chunk->x(), chunk->y(), chunk->z() - 1},
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{chunk->x(), chunk->y(), chunk->z() + 1},
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{chunk->x(), chunk->y() - 1, chunk->z()},
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{chunk->x(), chunk->y() + 1, chunk->z()},
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};
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for (u8 i = 0 ; i < 6 ; ++i) {
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// Create our neighbour
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auto it = m_chunks.emplace(
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gk::Vector3i{
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surroundingChunks[i].x,
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surroundingChunks[i].y,
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surroundingChunks[i].z
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},
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new ServerChunk{
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surroundingChunks[i].x,
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surroundingChunks[i].y,
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surroundingChunks[i].z
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}
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);
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// Assign surrounding chunk pointers
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ServerChunk *neighbour = it.first->second.get();
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chunk->setSurroundingChunk(i, neighbour);
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neighbour->setSurroundingChunk((i % 2 == 0) ? i + 1 : i - 1, chunk);
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// Compute distance to player chunk
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int dx = std::abs(surroundingChunks[i].x - pcx);
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int dy = std::abs(surroundingChunks[i].y - pcy);
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int dz = std::abs(surroundingChunks[i].z - pcz);
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int distance = std::max(dx, std::max(dy, dz));
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// If the chunk is close enough, add it to the queue
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if (distance < Config::renderDistance)
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chunks.emplace(neighbour);
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}
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}
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}
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void ServerWorld::sendChunkData(Client &client, ServerChunk *chunk) {
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if (!chunk) return;
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chunk->generate();
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chunk->update();
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chunk->setInitialized(true);
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sf::Packet packet;
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packet << Network::Command::ChunkData;
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packet << chunk->x() << chunk->y() << chunk->z();
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for (u16 z = 0 ; z < CHUNK_DEPTH ; ++z) {
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for (u16 y = 0 ; y < CHUNK_HEIGHT ; ++y) {
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for (u16 x = 0 ; x < CHUNK_WIDTH ; ++x) {
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packet << u16(chunk->data()[x][y][z]);
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packet << chunk->lightmap().getLightData(x, y, z);
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}
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}
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}
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client.tcpSocket->send(packet);
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chunk->setSent(true);
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std::cout << "Chunk at (" << chunk->x() << ", " << chunk->y() << ", " << chunk->z() << ") sent to client" << std::endl;
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}
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void ServerWorld::sendRequestedData(Client &client, int cx, int cy, int cz) {
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std::cout << "Chunk at (" << cx << ", " << cy << ", " << cz << ") requested" << std::endl;
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Chunk *chunk = getChunk(cx, cy, cz);
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if (!chunk) {
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auto it = m_chunks.emplace(gk::Vector3i(cx, cy, cz), new ServerChunk(cx, cy, cz));
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chunk = it.first->second.get();
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}
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sendChunkData(client, (ServerChunk *)chunk);
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}
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Chunk *ServerWorld::getChunk(int cx, int cy, int cz) const {
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auto it = m_chunks.find({cx, cy, cz});
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if (it == m_chunks.end())
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return nullptr;
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return it->second.get();
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}
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