103 lines
2.5 KiB
C++
103 lines
2.5 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: ServerApplication.cpp
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*
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* Description:
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*
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* Created: 09/01/2019 19:41:15
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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 "ServerApplication.hpp"
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using namespace std::literals::string_literals;
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ServerApplication::ServerApplication(int argc, char **argv) : gk::CoreApplication(argc, argv) {
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if (argc == 3 && argv[1] == "--port"s) {
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m_port = std::stoi(argv[2]);
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}
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m_loadSDL = false;
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}
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void ServerApplication::init() {
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gk::CoreApplication::init();
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Registry::setInstance(m_registry);
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m_scriptEngine.init();
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// m_luaCore.setPlayer(m_player);
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// m_luaCore.setWorld(m_world);
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try {
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m_scriptEngine.lua()["openminer"] = &m_luaCore;
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// FIXME
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// m_scriptEngine.lua().script("init()");
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}
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catch (const sol::error &e) {
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std::cerr << e.what() << std::endl;
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}
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m_server.init(m_port);
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m_server.setRunning(true);
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m_server.setConnectionCallback([this](Client &client) {
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sf::Packet packet;
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packet << Network::Command::RegistryData;
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m_registry.serialize(packet);
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client.tcpSocket->send(packet);
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m_world.sendWorldData(client);
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});
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// m_server.setCommandCallback(Network::Command::ClientSettings, [](sf::Packet &packet) {
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// packet >> Config::renderDistance;
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// });
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m_server.setCommandCallback(Network::Command::ChunkRequest, [this](Client &client, sf::Packet &packet) {
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s32 cx, cy, cz;
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packet >> cx >> cy >> cz;
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m_world.sendRequestedData(client, cx, cy, cz);
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});
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m_server.setCommandCallback(Network::Command::PlayerPlaceBlock, [this](Client &, sf::Packet &packet) {
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s32 x, y, z;
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u32 block;
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packet >> x >> y >> z >> block;
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m_world.setBlock(x, y, z, block);
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sf::Packet answer;
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answer << Network::Command::BlockUpdate << x << y << z << block;
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m_server.sendToAllClients(answer);
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});
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m_server.setCommandCallback(Network::Command::PlayerDigBlock, [this](Client &, sf::Packet &packet) {
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s32 x, y, z;
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packet >> x >> y >> z;
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m_world.setBlock(x, y, z, 0);
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sf::Packet answer;
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answer << Network::Command::BlockUpdate << x << y << z << u32(0);
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m_server.sendToAllClients(answer);
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});
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}
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void ServerApplication::mainLoop() {
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while (m_server.isRunning()) {
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m_server.handleGameEvents();
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m_server.handleKeyState();
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m_clock.updateGame([&] {
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m_world.update();
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});
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m_clock.waitForNextFrame();
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}
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}
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