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- #pragma once
- #include <Text.h>
- #include <Punkt.h>
- #include <Thread.h>
- #include <Network.h>
- #include <Critical.h>
- #include "Dimension.h"
- #include "Player.h"
- #include "WorldGenerator.h"
- #include "Constants.h"
- #include "WorldUpdate.h"
- #include "WorldLoader.h"
- #include "TickOrganizer.h"
- #include "Server.h"
- #include "InMemoryBuffer.h"
- #include "RecipieLoader.h"
- class FCKlient;
- class GameClient : public virtual Framework::ReferenceCounter
- {
- private:
- Player* zPlayer;
- FCKlient* client;
- Critical background;
- Critical foreground;
- Critical other;
- Framework::Synchronizer updateSync;
- RCArray<InMemoryBuffer> requests;
- Vec3<float> lastPos;
- RCArray<WorldUpdate> updateQueue;
- int viewDistance;
- bool first;
- bool online;
- bool finished;
- public:
- GameClient(Player* zPlayer, FCKlient* client);
- ~GameClient();
- void sendWorldUpdate(WorldUpdate* update);
- void reply();
- void logout();
- void addMessage(StreamReader* reader);
- bool isOnline() const;
- void sendResponse(NetworkResponse* zResponse);
- Player* zEntity() const;
- void sendTypes();
- private:
- class Message
- {
- public:
- inline const static unsigned char TERMINATE = 1;
- inline const static unsigned char WORLD_UPDATE = 2;
- inline const static unsigned char API_MESSAGE = 3;
- inline const static unsigned char POSITION_UPDATE = 4;
- };
- };
- class Game : public virtual Framework::Thread
- {
- private:
- Framework::Text name;
- Framework::RCArray<Dimension>* dimensions;
- Framework::RCArray<WorldUpdate>* updates;
- Framework::RCArray<GameClient>* clients;
- TickOrganizer* ticker;
- Framework::Text path;
- bool stop;
- __int64 tickId;
- Critical cs;
- int nextEntityId;
- WorldGenerator* generator;
- WorldLoader* loader;
- RecipieLoader recipies;
- void thread() override;
- Game(Framework::Text name, Framework::Text worldsDir);
- public:
- ~Game();
- void initialize();
- void api(Framework::StreamReader* zRequest, GameClient* zOrigin);
- void distributeResponse(NetworkResponse* zResponse);
- bool requestWorldUpdate(WorldUpdate* update);
- GameClient* addPlayer(FCKlient* client, Framework::Text name);
- bool doesChunkExist(int x, int y, int dimension);
- bool isChunkLoaded(int x, int y, int dimension) const;
- Framework::Either<Block*, int> zBlockAt(Framework::Vec3<int> location, int dimension) const;
- Block* zRealBlockInstance(Framework::Vec3<int> location, int dimension);
- Dimension* zDimension(int id) const;
- static Framework::Punkt getChunkCenter(int x, int y);
- Area getChunckArea(Punkt center) const;
- Framework::Text getWorldDirectory() const;
- void requestArea(Area area);
- void save() const;
- void requestStop();
- void addDimension(Dimension* d);
- int getNextEntityId();
- WorldGenerator* zGenerator() const;
- Entity* zEntity(int id, int dimensionId) const;
- Entity* zNearestEntity(int dimensionId, Framework::Vec3<float> pos, std::function<bool(Entity*)> filter);
- static Game* INSTANCE;
- static void initialize(Framework::Text name, Framework::Text worldsDir);
- };
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