Game.h 4.9 KB

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  1. #pragma once
  2. #include <Critical.h>
  3. #include <Network.h>
  4. #include <Punkt.h>
  5. #include <Text.h>
  6. #include <Thread.h>
  7. #include "Chat.h"
  8. #include "Constants.h"
  9. #include "Dimension.h"
  10. #include "InMemoryBuffer.h"
  11. #include "Player.h"
  12. #include "PlayerRegister.h"
  13. #include "RecipieLoader.h"
  14. #include "Server.h"
  15. #include "TickOrganizer.h"
  16. #include "TypeRegistry.h"
  17. #include "WorldGenerator.h"
  18. #include "WorldLoader.h"
  19. #include "WorldUpdate.h"
  20. class FCKlient;
  21. class GameClient : public Framework::Thread
  22. {
  23. private:
  24. Player* zPlayer;
  25. FCKlient* client;
  26. Critical background;
  27. Critical foreground;
  28. Critical other;
  29. Framework::Synchronizer updateSync;
  30. RCArray<InMemoryBuffer> requests;
  31. RCArray<WorldUpdate> updateQueue;
  32. RCArray<NetworkMessage> backgroundQueue;
  33. RCArray<NetworkMessage> foregroundQueue;
  34. Framework::Synchronizer foregroundQueueSync;
  35. Framework::Synchronizer backgroundQueueSync;
  36. Critical queueCs;
  37. Framework::Synchronizer emptyForegroundQueueSync;
  38. Framework::Synchronizer emptyBackgroundQueueSync;
  39. int viewDistance;
  40. bool first;
  41. bool online;
  42. bool finished;
  43. bool backgroundFinished;
  44. bool foregroundFinished;
  45. public:
  46. GameClient(Player* zPlayer, FCKlient* client);
  47. ~GameClient();
  48. void thread() override;
  49. void sendWorldUpdate(WorldUpdate* update);
  50. void reply();
  51. void logout();
  52. void addMessage(StreamReader* reader);
  53. bool isOnline() const;
  54. void sendResponse(NetworkMessage* response);
  55. Player* zEntity() const;
  56. void sendTypes();
  57. class Message
  58. {
  59. public:
  60. inline static const unsigned char TERMINATE = 1;
  61. inline static const unsigned char WORLD_UPDATE = 2;
  62. inline static const unsigned char API_MESSAGE = 3;
  63. inline static const unsigned char POSITION_UPDATE = 4;
  64. };
  65. };
  66. class Game : public virtual Framework::Thread
  67. {
  68. private:
  69. Framework::Text name;
  70. TypeRegistry* typeRegistry;
  71. Framework::RCArray<Dimension>* dimensions;
  72. Framework::RCArray<WorldUpdate>* updates;
  73. Framework::RCArray<GameClient>* clients;
  74. Framework::Array<std::function<void()>> actions;
  75. Critical actionsCs;
  76. TickOrganizer* ticker;
  77. Framework::Text path;
  78. bool stop;
  79. __int64 tickId;
  80. Critical cs;
  81. int nextEntityId;
  82. WorldGenerator* generator;
  83. WorldLoader* loader;
  84. RecipieLoader recipies;
  85. Chat* chat;
  86. PlayerRegister* playerRegister;
  87. double totalTickTime;
  88. int tickCounter;
  89. double averageTickTime;
  90. int ticksPerSecond;
  91. double totalTime;
  92. void thread() override;
  93. Game(Framework::Text name, Framework::Text worldsDir);
  94. public:
  95. ~Game();
  96. void initialize();
  97. void api(Framework::InMemoryBuffer* zRequest, GameClient* zOrigin);
  98. void updateLightning(int dimensionId, Vec3<int> location);
  99. void updateLightningWithoutWait(int dimensionId, Vec3<int> location);
  100. void broadcastMessage(NetworkMessage* response);
  101. void sendMessage(NetworkMessage* response, Entity* zTargetPlayer);
  102. bool requestWorldUpdate(WorldUpdate* update);
  103. bool checkPlayer(Framework::Text name, Framework::Text secret);
  104. bool existsPlayer(Framework::Text name);
  105. Framework::Text createPlayer(Framework::Text name);
  106. GameClient* addPlayer(FCKlient* client, Framework::Text name);
  107. bool doesChunkExist(int x, int y, int dimension);
  108. void blockTargetChanged(Block* zBlock);
  109. void entityTargetChanged(Entity* zEntity);
  110. void spawnItem(
  111. Framework::Vec3<float> location, int dimensionId, Item* stack);
  112. void spawnItem(
  113. Framework::Vec3<float> location, int dimensionId, ItemStack* stack);
  114. bool isChunkLoaded(int x, int y, int dimension) const;
  115. Framework::Either<Block*, int> zBlockAt(
  116. Framework::Vec3<int> location, int dimension) const;
  117. Block* zRealBlockInstance(Framework::Vec3<int> location, int dimension);
  118. Dimension* zDimension(int id) const;
  119. static Framework::Punkt getChunkCenter(int x, int y);
  120. Area getChunckArea(Punkt center) const;
  121. Framework::Text getWorldDirectory() const;
  122. void requestArea(Area area);
  123. void save() const;
  124. void requestStop();
  125. void addDimension(Dimension* d);
  126. int getNextEntityId();
  127. WorldGenerator* zGenerator() const;
  128. Entity* zEntity(int id, int dimensionId) const;
  129. Entity* zEntity(int id) const;
  130. Entity* zNearestEntity(int dimensionId,
  131. Framework::Vec3<float> pos,
  132. std::function<bool(Entity*)> filter);
  133. const RecipieLoader& getRecipies() const;
  134. void doLater(std::function<void()> action);
  135. TickOrganizer* zTickOrganizer() const;
  136. Chat* zChat() const;
  137. Player* zPlayerByName(const char* name) const;
  138. TypeRegistry* zTypeRegistry() const;
  139. int getPlayerId(const char* name) const;
  140. double getAverageTickTime() const;
  141. int getTicksPerSecond() const;
  142. int getPlayerCount() const;
  143. int getChunkCount() const;
  144. static Game* INSTANCE;
  145. static Critical INSTANCE_CS;
  146. static void initialize(Framework::Text name, Framework::Text worldsDir);
  147. };