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olcPixelGameEngine/Videos/Networking/Parts3&4/MMO_Client.cpp

278 lines
8.1 KiB

#include "../MMO_Server/MMO_Common.h"
#define OLC_PGEX_TRANSFORMEDVIEW
#include "olcPGEX_TransformedView.h"
#include <unordered_map>
class MMOGame : public olc::PixelGameEngine, olc::net::client_interface<GameMsg>
{
public:
MMOGame()
{
sAppName = "MMO Client";
}
private:
olc::TileTransformedView tv;
std::string sWorldMap =
"################################"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..........####...####.........#"
"#..........#.........#.........#"
"#..........#.........#.........#"
"#..........#.........#.........#"
"#..........##############......#"
"#..............................#"
"#..................#.#.#.#.....#"
"#..............................#"
"#..................#.#.#.#.....#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"################################";
olc::vi2d vWorldSize = { 32, 32 };
private:
std::unordered_map<uint32_t, sPlayerDescription> mapObjects;
uint32_t nPlayerID = 0;
sPlayerDescription descPlayer;
bool bWaitingForConnection = true;
public:
bool OnUserCreate() override
{
tv = olc::TileTransformedView({ ScreenWidth(), ScreenHeight() }, { 8, 8 });
//mapObjects[0].nUniqueID = 0;
//mapObjects[0].vPos = { 3.0f, 3.0f };
if (Connect("127.0.0.1", 60000))
{
return true;
}
return false;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Check for incoming network messages
if (IsConnected())
{
while (!Incoming().empty())
{
auto msg = Incoming().pop_front().msg;
switch (msg.header.id)
{
case(GameMsg::Client_Accepted):
{
std::cout << "Server accepted client - you're in!\n";
olc::net::message<GameMsg> msg;
msg.header.id = GameMsg::Client_RegisterWithServer;
descPlayer.vPos = { 3.0f, 3.0f };
msg << descPlayer;
Send(msg);
break;
}
case(GameMsg::Client_AssignID):
{
// Server is assigning us OUR id
msg >> nPlayerID;
std::cout << "Assigned Client ID = " << nPlayerID << "\n";
break;
}
case(GameMsg::Game_AddPlayer):
{
sPlayerDescription desc;
msg >> desc;
mapObjects.insert_or_assign(desc.nUniqueID, desc);
if (desc.nUniqueID == nPlayerID)
{
// Now we exist in game world
bWaitingForConnection = false;
}
break;
}
case(GameMsg::Game_RemovePlayer):
{
uint32_t nRemovalID = 0;
msg >> nRemovalID;
mapObjects.erase(nRemovalID);
break;
}
case(GameMsg::Game_UpdatePlayer):
{
sPlayerDescription desc;
msg >> desc;
mapObjects.insert_or_assign(desc.nUniqueID, desc);
break;
}
}
}
}
if (bWaitingForConnection)
{
Clear(olc::DARK_BLUE);
DrawString({ 10,10 }, "Waiting To Connect...", olc::WHITE);
return true;
}
// Control of Player Object
mapObjects[nPlayerID].vVel = { 0.0f, 0.0f };
if (GetKey(olc::Key::W).bHeld) mapObjects[nPlayerID].vVel += { 0.0f, -1.0f };
if (GetKey(olc::Key::S).bHeld) mapObjects[nPlayerID].vVel += { 0.0f, +1.0f };
if (GetKey(olc::Key::A).bHeld) mapObjects[nPlayerID].vVel += { -1.0f, 0.0f };
if (GetKey(olc::Key::D).bHeld) mapObjects[nPlayerID].vVel += { +1.0f, 0.0f };
if (mapObjects[nPlayerID].vVel.mag2() > 0)
mapObjects[nPlayerID].vVel = mapObjects[nPlayerID].vVel.norm() * 4.0f;
// Update objects locally
for (auto& object : mapObjects)
{
// Where will object be worst case?
olc::vf2d vPotentialPosition = object.second.vPos + object.second.vVel * fElapsedTime;
// Extract region of world cells that could have collision this frame
olc::vi2d vCurrentCell = object.second.vPos.floor();
olc::vi2d vTargetCell = vPotentialPosition;
olc::vi2d vAreaTL = (vCurrentCell.min(vTargetCell) - olc::vi2d(1, 1)).max({ 0,0 });
olc::vi2d vAreaBR = (vCurrentCell.max(vTargetCell) + olc::vi2d(1, 1)).min(vWorldSize);
// Iterate through each cell in test area
olc::vi2d vCell;
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
{
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
{
// Check if the cell is actually solid...
// olc::vf2d vCellMiddle = vCell.floor();
if (sWorldMap[vCell.y * vWorldSize.x + vCell.x] == '#')
{
// ...it is! So work out nearest point to future player position, around perimeter
// of cell rectangle. We can test the distance to this point to see if we have
// collided.
olc::vf2d vNearestPoint;
// Inspired by this (very clever btw)
// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1)));
vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1)));
// But modified to work :P
olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
float fOverlap = object.second.fRadius - vRayToNearest.mag();
if (std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
// If overlap is positive, then a collision has occurred, so we displace backwards by the
// overlap amount. The potential position is then tested against other tiles in the area
// therefore "statically" resolving the collision
if (fOverlap > 0)
{
// Statically resolve the collision
vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
}
}
}
}
// Set the objects new position to the allowed potential position
object.second.vPos = vPotentialPosition;
}
// Handle Pan & Zoom
if (GetMouse(2).bPressed) tv.StartPan(GetMousePos());
if (GetMouse(2).bHeld) tv.UpdatePan(GetMousePos());
if (GetMouse(2).bReleased) tv.EndPan(GetMousePos());
if (GetMouseWheel() > 0) tv.ZoomAtScreenPos(1.5f, GetMousePos());
if (GetMouseWheel() < 0) tv.ZoomAtScreenPos(0.75f, GetMousePos());
// Clear World
Clear(olc::BLACK);
// Draw World
olc::vi2d vTL = tv.GetTopLeftTile().max({ 0,0 });
olc::vi2d vBR = tv.GetBottomRightTile().min(vWorldSize);
olc::vi2d vTile;
for (vTile.y = vTL.y; vTile.y < vBR.y; vTile.y++)
for (vTile.x = vTL.x; vTile.x < vBR.x; vTile.x++)
{
if (sWorldMap[vTile.y * vWorldSize.x + vTile.x] == '#')
{
tv.DrawRect(vTile, { 1.0f, 1.0f });
tv.DrawRect(olc::vf2d(vTile) + olc::vf2d(0.1f, 0.1f), { 0.8f, 0.8f });
}
}
// Draw World Objects
for (auto& object : mapObjects)
{
// Draw Boundary
tv.DrawCircle(object.second.vPos, object.second.fRadius);
// Draw Velocity
if (object.second.vVel.mag2() > 0)
tv.DrawLine(object.second.vPos, object.second.vPos + object.second.vVel.norm() * object.second.fRadius, olc::MAGENTA);
// Draw Name
olc::vi2d vNameSize = GetTextSizeProp("ID: " + std::to_string(object.first));
tv.DrawStringPropDecal(object.second.vPos - olc::vf2d{ vNameSize.x * 0.5f * 0.25f * 0.125f, -object.second.fRadius * 1.25f }, "ID: " + std::to_string(object.first), olc::BLUE, { 0.25f, 0.25f });
}
// Send player description
olc::net::message<GameMsg> msg;
msg.header.id = GameMsg::Game_UpdatePlayer;
msg << mapObjects[nPlayerID];
Send(msg);
return true;
}
};
int main()
{
MMOGame demo;
if (demo.Construct(480, 480, 1, 1))
demo.Start();
return 0;
}