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