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- #include "Game.h"
- #include "Zeit.h"
- #include "Player.h"
- #include "OverworldDimension.h"
- #include "NoBlock.h"
- #include "AsynchronCall.h"
- #include "Entity.h"
- #include "AddEntityUpdate.h"
- #include "EntityRemovedUpdate.h"
- #include "NetworkMessage.h"
- using namespace Framework;
- GameClient::GameClient(Player* zPlayer, FCKlient* client)
- : Thread(),
- zPlayer(zPlayer),
- client(client),
- viewDistance(DEFAULT_VIEW_DISTANCE),
- first(1),
- online(1),
- finished(0),
- backgroundFinished(0),
- foregroundFinished(0)
- {
- new AsynchronCall("Game Client Updates", [this]()
- {
- while (online)
- {
- other.lock();
- if (updateQueue.hat(0))
- {
- WorldUpdate* update = updateQueue.get(0);
- updateQueue.remove(0);
- other.unlock();
- background.lock();
- this->client->zBackgroundWriter()->schreibe((char*)&Message::WORLD_UPDATE, 1);
- update->writeAndCheck(this->client->zBackgroundWriter());
- background.unlock();
- update->release();
- }
- else
- {
- other.unlock();
- updateSync.wait();
- }
- }
- finished = 1;
- });
- start();
- }
- GameClient::~GameClient()
- {
- online = 0;
- updateSync.notify();
- emptyForegroundQueueSync.notifyAll();
- emptyBackgroundQueueSync.notifyAll();
- foregroundQueueSync.notify();
- backgroundQueueSync.notify();
- while (!finished || !foregroundFinished || !backgroundFinished)
- Sleep(100);
- client->release();
- }
- void GameClient::thread()
- {
- new AsynchronCall("Game Client Background", [this]()
- {
- while (online)
- {
- queueCs.lock();
- if (backgroundQueue.hat(0))
- {
- NetworkMessage* message = backgroundQueue.get(0);
- backgroundQueue.remove(0);
- queueCs.unlock();
- background.lock();
- message->writeTo(client->zBackgroundWriter());
- background.unlock();
- message->release();
- }
- else
- {
- queueCs.unlock();
- emptyBackgroundQueueSync.notifyAll();
- backgroundQueueSync.wait();
- }
- }
- backgroundFinished = 1;
- });
- while (online)
- {
- queueCs.lock();
- if (foregroundQueue.hat(0))
- {
- NetworkMessage* message = foregroundQueue.get(0);
- foregroundQueue.remove(0);
- queueCs.unlock();
- foreground.lock();
- message->writeTo(client->zForegroundWriter());
- foreground.unlock();
- message->release();
- }
- else
- {
- queueCs.unlock();
- emptyForegroundQueueSync.notifyAll();
- foregroundQueueSync.wait();
- }
- }
- foregroundFinished = 1;
- }
- void GameClient::sendWorldUpdate(WorldUpdate* update)
- {
- bool add = 0;
- if (zPlayer->getCurrentDimensionId() == update->getAffectedDimension())
- {
- auto pos = (Vec3<int>)zPlayer->getPosition();
- int dist = update->distanceTo(pos.x, pos.y);
- if (dist < viewDistance * CHUNK_SIZE)
- {
- other.lock();
- int index = 0;
- for (auto update2 : updateQueue)
- {
- int dist2 = update2->distanceTo(pos.x, pos.y);
- if (dist2 > dist)
- break;
- index++;
- }
- updateQueue.add(update, index);
- other.unlock();
- updateSync.notify();
- add = 1;
- }
- }
- if (!add)
- update->release();
- }
- void GameClient::reply()
- {
- other.lock();
- for (auto req : requests)
- Game::INSTANCE->api(req, this);
- requests.leeren();
- other.unlock();
- if (first)
- {
- foreground.lock();
- int id = zPlayer->getId();
- client->zForegroundWriter()->schreibe((char*)&Message::POSITION_UPDATE, 1);
- client->zForegroundWriter()->schreibe((char*)&id, 4);
- foreground.unlock();
- first = 0;
- }
- }
- void GameClient::logout()
- {
- online = 0;
- }
- void GameClient::addMessage(StreamReader* reader)
- {
- short len = 0;
- reader->lese((char*)&len, 2);
- InMemoryBuffer* buffer = new InMemoryBuffer();
- char* tmp = new char[len];
- reader->lese(tmp, len);
- buffer->schreibe(tmp, len);
- delete[]tmp;
- other.lock();
- requests.add(buffer);
- other.unlock();
- }
- bool GameClient::isOnline() const
- {
- return online;
- }
- void GameClient::sendResponse(NetworkMessage* response)
- {
- queueCs.lock();
- if (response->isUseBackground())
- {
- if (backgroundQueue.getEintragAnzahl() > 20)
- {
- queueCs.unlock();
- emptyBackgroundQueueSync.wait();
- queueCs.lock();
- }
- backgroundQueue.add(response);
- queueCs.unlock();
- backgroundQueueSync.notify();
- }
- else
- {
- if (foregroundQueue.getEintragAnzahl() > 100)
- {
- queueCs.unlock();
- std::cout << "WARNING: Game paused because nework connection to " << zPlayer->getName() << " is to slow.\n";
- ZeitMesser m;
- m.messungStart();
- emptyForegroundQueueSync.wait();
- m.messungEnde();
- std::cout << "WARNING: Game resumed after " << m.getSekunden() << " seconds.\n";
- queueCs.lock();
- }
- foregroundQueue.add(response);
- queueCs.unlock();
- foregroundQueueSync.notify();
- }
- }
- Player* GameClient::zEntity() const
- {
- return zPlayer;
- }
- void GameClient::sendTypes()
- {
- foreground.lock();
- int count = StaticRegistry<BlockType>::INSTANCE.getCount();
- client->zForegroundWriter()->schreibe((char*)&count, 4);
- for (int i = 0; i < count; i++)
- {
- BlockType* t = StaticRegistry<BlockType>::INSTANCE.zElement(i);
- int id = t->getId();
- client->zForegroundWriter()->schreibe((char*)&id, 4);
- bool inst = t->doesNeedClientInstance();
- client->zForegroundWriter()->schreibe((char*)&inst, 1);
- int maxHp = t->getInitialMaxHP();
- client->zForegroundWriter()->schreibe((char*)&maxHp, 4);
- t->getModel().writeTo(client->zForegroundWriter());
- }
- count = StaticRegistry<ItemType>::INSTANCE.getCount();
- client->zForegroundWriter()->schreibe((char*)&count, 4);
- for (int i = 0; i < count; i++)
- {
- ItemType* t = StaticRegistry<ItemType>::INSTANCE.zElement(i);
- int id = t->getId();
- client->zForegroundWriter()->schreibe((char*)&id, 4);
- t->getModel().writeTo(client->zForegroundWriter());
- }
- count = StaticRegistry<EntityType>::INSTANCE.getCount();
- client->zForegroundWriter()->schreibe((char*)&count, 4);
- for (int i = 0; i < count; i++)
- {
- EntityType* t = StaticRegistry<EntityType>::INSTANCE.zElement(i);
- int id = t->getId();
- client->zForegroundWriter()->schreibe((char*)&id, 4);
- t->getModel().writeTo(client->zForegroundWriter());
- }
- foreground.unlock();
- }
- Game::Game(Framework::Text name, Framework::Text worldsDir)
- : Thread(),
- name(name),
- dimensions(new RCArray<Dimension>()),
- updates(new RCArray<WorldUpdate>()),
- clients(new RCArray<GameClient>()),
- ticker(new TickOrganizer()),
- path((const char*)(worldsDir + "/" + name)),
- stop(0),
- tickId(0),
- nextEntityId(0),
- generator(0),
- loader(0),
- totalTickTime(0),
- tickCounter(0)
- {
- if (!DateiExistiert(worldsDir + "/" + name))
- DateiPfadErstellen(worldsDir + "/" + name + "/");
- Datei d;
- d.setDatei(path + "/eid");
- if (d.existiert())
- {
- d.open(Datei::Style::lesen);
- d.lese((char*)&nextEntityId, 4);
- d.close();
- }
- start();
- }
- Game::~Game()
- {
- dimensions->release();
- updates->release();
- clients->release();
- generator->release();
- loader->release();
- }
- void Game::initialize()
- {
- int seed = 0;
- int index = 0;
- for (char* n = name; *n; n++)
- seed += (int)pow((float)*n * 31, (float)++index);
- generator = new WorldGenerator(seed);
- loader = new WorldLoader();
- recipies.loadRecipies("data/recipies");
- }
- void Game::thread()
- {
- ZeitMesser waitForLock;
- ZeitMesser removeOldClients;
- ZeitMesser tickEntities;
- ZeitMesser worldUpdates;
- ZeitMesser clientReply;
- ZeitMesser removeOldChunks;
- ZeitMesser m;
- while (!stop)
- {
- m.messungStart();
- ticker->nextTick();
- Array<int> removed;
- double waitTotal = 0;
- waitForLock.messungStart();
- cs.lock();
- waitForLock.messungEnde();
- waitTotal += waitForLock.getSekunden();
- removeOldClients.messungStart();
- int index = 0;
- for (auto player : *clients)
- {
- if (!player->isOnline())
- {
- std::cout << "player " << player->zEntity()->getName() << " disconnected.\n";
- Datei pFile;
- pFile.setDatei(path + "/player/" + player->zEntity()->getName());
- pFile.erstellen();
- if (pFile.open(Datei::Style::schreiben))
- PlayerEntityType::INSTANCE->saveEntity(player->zEntity(), &pFile);
- pFile.close();
- removed.add(index, 0);
- Dimension* dim = zDimension(player->zEntity()->getCurrentDimensionId());
- dim->removeSubscriptions(player->zEntity());
- this->requestWorldUpdate(new EntityRemovedUpdate(player->zEntity()->getId(), player->zEntity()->getCurrentDimensionId(), player->zEntity()->getPosition()));
- }
- index++;
- }
- for (auto i : removed)
- clients->remove(i);
- removeOldClients.messungEnde();
- cs.unlock();
- tickEntities.messungStart();
- for (auto dim : *dimensions)
- dim->tickEntities();
- tickEntities.messungEnde();
- waitForLock.messungStart();
- cs.lock();
- waitForLock.messungEnde();
- waitTotal += waitForLock.getSekunden();
- worldUpdates.messungStart();
- while (updates->hat(0))
- {
- WorldUpdate* update = updates->z(0);
- for (auto client : *clients)
- client->sendWorldUpdate(dynamic_cast<WorldUpdate*>(update->getThis()));
- if (!zDimension(update->getAffectedDimension()))
- addDimension(new Dimension(update->getAffectedDimension()));
- update->onUpdate(zDimension(update->getAffectedDimension()));
- updates->remove(0);
- }
- worldUpdates.messungEnde();
- cs.unlock();
- clientReply.messungStart();
- for (auto client : *clients)
- client->reply();
- clientReply.messungEnde();
- waitForLock.messungStart();
- cs.lock();
- waitForLock.messungEnde();
- waitTotal += waitForLock.getSekunden();
- removeOldChunks.messungStart();
- for (auto dim : *dimensions)
- dim->removeOldChunks();
- removeOldChunks.messungEnde();
- cs.unlock();
- m.messungEnde();
- double sec = m.getSekunden();
- tickCounter++;
- totalTickTime += sec;
- if (tickCounter >= 1000)
- {
- std::cout << "Average Tick time: " << (totalTickTime / 1000) << "\n";
- if ((totalTickTime / 1000) * 20 > 1)
- {
- std::cout << "The game runns slower than normal.\n";
- }
- else
- {
- std::cout << "No performance issues detected.\n";
- }
- totalTickTime = 0;
- tickCounter = 0;
- }
- if (sec < 0.05)
- Sleep((int)((0.05 - sec) * 1000));
- else
- {
- std::cout << "WARNING: tick needed " << sec << " seconds. The game will run sower then normal.\n";
- std::cout << "waiting: " << waitTotal << "\nremoveOldClients: " << removeOldClients.getSekunden() << "\ntickEntities:" << tickEntities.getSekunden() << "\nworldUpdates: " << worldUpdates.getSekunden() << "\nclientReply: " << clientReply.getSekunden() << "\nremoveOldChunks:" << removeOldChunks.getSekunden() << "\n";
- }
- }
- save();
- }
- void Game::api(Framework::InMemoryBuffer* zRequest, GameClient* zOrigin)
- {
- char type;
- zRequest->lese(&type, 1);
- NetworkMessage* response = new NetworkMessage();
- switch (type)
- {
- case 1: // world
- {
- Dimension* dim = zDimension(zOrigin->zEntity()->getCurrentDimensionId());
- if (!dim)
- {
- dim = new Dimension(zOrigin->zEntity()->getCurrentDimensionId());
- addDimension(dim);
- }
- dim->api(zRequest, response, zOrigin->zEntity());
- break;
- }
- case 2: // player
- zOrigin->zEntity()->playerApi(zRequest, response);
- break;
- case 3: // entity
- {
- int id;
- zRequest->lese((char*)&id, 4);
- for (Dimension* dim : *dimensions)
- {
- Entity* entity = dim->zEntity(id);
- if (entity)
- {
- entity->api(zRequest, response);
- break;
- }
- }
- break;
- }
- case 4:
- { // inventory
- bool isEntity;
- zRequest->lese((char*)&isEntity, 1);
- Inventory* target;
- if (isEntity)
- {
- int id;
- zRequest->lese((char*)&id, 4);
- target = zEntity(id);
- }
- else
- {
- int dim;
- Vec3<int> pos;
- zRequest->lese((char*)&dim, 4);
- zRequest->lese((char*)&pos.x, 4);
- zRequest->lese((char*)&pos.y, 4);
- zRequest->lese((char*)&pos.z, 4);
- target = zBlockAt(pos, dim);
- }
- if (target)
- target->inventoryApi(zRequest, response, zOrigin->zEntity());
- break;
- }
- default:
- std::cout << "received unknown api request in game with type " << (int)type << "\n";
- }
- if (!response->isEmpty())
- {
- if (response->isBroadcast())
- broadcastMessage(response);
- else
- zOrigin->sendResponse(response);
- }
- else
- {
- response->release();
- }
- }
- void Game::updateLightning(int dimensionId, Vec3<int> location)
- {
- Dimension* zDim = zDimension(dimensionId);
- if (zDim)
- zDim->updateLightning(location);
- }
- void Game::updateLightningWithoutWait(int dimensionId, Vec3<int> location)
- {
- Dimension* zDim = zDimension(dimensionId);
- if (zDim)
- zDim->updateLightningWithoutWait(location);
- }
- void Game::broadcastMessage(NetworkMessage* response)
- {
- for (auto client : *clients)
- client->sendResponse(dynamic_cast<NetworkMessage*>(response->getThis()));
- }
- void Game::sendMessage(NetworkMessage* response, Entity* zTargetPlayer)
- {
- for (auto client : *clients)
- {
- if (client->zEntity()->getId() == zTargetPlayer->getId())
- {
- client->sendResponse(response);
- return;
- }
- }
- response->release();
- }
- bool Game::requestWorldUpdate(WorldUpdate* update)
- {
- cs.lock();
- for (WorldUpdate* u : *updates)
- {
- if (u->getMaxAffectedPoint().x >= update->getMinAffectedPoint().x && u->getMinAffectedPoint().x <= update->getMaxAffectedPoint().x &&
- u->getMaxAffectedPoint().y >= update->getMinAffectedPoint().y && u->getMinAffectedPoint().y <= update->getMaxAffectedPoint().y &&
- u->getMaxAffectedPoint().z >= update->getMinAffectedPoint().z && u->getMinAffectedPoint().z <= update->getMaxAffectedPoint().z && u->getType() == update->getType())
- {
- cs.unlock();
- update->release();
- return 0;
- }
- }
- updates->add(update);
- cs.unlock();
- return 1;
- }
- GameClient* Game::addPlayer(FCKlient* client, Framework::Text name)
- {
- cs.lock();
- Datei pFile;
- pFile.setDatei(path + "/player/" + name);
- std::cout << "player " << name.getText() << " connected.\n";
- Player* player;
- bool isNew = 0;
- if (!pFile.existiert() || !pFile.open(Datei::Style::lesen))
- {
- player = (Player*)PlayerEntityType::INSTANCE->createEntityAt(Vec3<float>(0.5, 0.5, 0), OverworldDimension::ID);
- player->setName(name);
- isNew = 1;
- }
- else
- {
- player = (Player*)PlayerEntityType::INSTANCE->loadEntity(&pFile);
- pFile.close();
- }
- GameClient* gameClient = new GameClient(player, client);
- gameClient->sendTypes();
- clients->add(gameClient);
- if (!zDimension(player->getCurrentDimensionId()))
- {
- this->addDimension(new Dimension(player->getCurrentDimensionId()));
- }
- // subscribe the new player as an observer of the new chunk
- Dimension* dim = zDimension(player->getCurrentDimensionId());
- InMemoryBuffer* buffer = new InMemoryBuffer();
- buffer->schreibe("\0", 1);
- Punkt center = getChunkCenter((int)player->getPosition().x, (int)player->getPosition().y);
- buffer->schreibe((char*)¢er.x, 4);
- buffer->schreibe((char*)¢er.y, 4);
- buffer->schreibe("\0", 1);
- dim->api(buffer, 0, player);
- buffer->release();
- while (isNew && !dim->zChunk(getChunkCenter((int)player->getPosition().x, (int)player->getPosition().y)))
- {
- cs.unlock();
- Sleep(1000);
- cs.lock();
- }
- if (isNew)
- {
- Either<Block*, int> b = AirBlockBlockType::ID;
- int h = WORLD_HEIGHT;
- while (((b.isA() && (!(Block*)b || ((Block*)b)->isPassable())) || (b.isB() && StaticRegistry<BlockType>::INSTANCE.zElement(b)->zDefault()->isPassable())) && h > 0)
- b = zBlockAt({ (int)player->getPosition().x, (int)player->getPosition().y, --h }, player->getCurrentDimensionId());
- player->setPosition({ player->getPosition().x, player->getPosition().y, (float)h + 1.f });
- }
- requestWorldUpdate(new AddEntityUpdate(player, player->getCurrentDimensionId()));
- cs.unlock();
- return dynamic_cast<GameClient*>(gameClient->getThis());
- }
- bool Game::isChunkLoaded(int x, int y, int dimension) const
- {
- Dimension* dim = zDimension(dimension);
- return (dim && dim->hasChunck(x, y));
- }
- bool Game::doesChunkExist(int x, int y, int dimension)
- {
- cs.lock();
- bool result = isChunkLoaded(x, y, dimension) || loader->existsChunk(x, y, dimension);
- cs.unlock();
- return result;
- }
- Framework::Either<Block*, int> Game::zBlockAt(Framework::Vec3<int> location, int dimension) const
- {
- Dimension* dim = zDimension(dimension);
- if (dim)
- return dim->zBlock(location);
- return 0;
- }
- Block* Game::zRealBlockInstance(Framework::Vec3<int> location, int dimension)
- {
- Dimension* dim = zDimension(dimension);
- if (dim)
- return dim->zRealBlockInstance(location);
- return 0;
- }
- Dimension* Game::zDimension(int id) const
- {
- for (auto dim : *dimensions)
- {
- if (dim->getDimensionId() == id)
- return dim;
- }
- return 0;
- }
- Framework::Punkt Game::getChunkCenter(int x, int y)
- {
- return Punkt(((x < 0 ? x + 1 : x) / CHUNK_SIZE) * CHUNK_SIZE + (x < 0 ? -CHUNK_SIZE : CHUNK_SIZE) / 2, ((y < 0 ? y + 1 : y) / CHUNK_SIZE) * CHUNK_SIZE + (y < 0 ? -CHUNK_SIZE : CHUNK_SIZE) / 2);
- }
- Area Game::getChunckArea(Punkt center) const
- {
- return { center.x - CHUNK_SIZE / 2, center.y - CHUNK_SIZE / 2, center.x + CHUNK_SIZE / 2 - 1, center.y + CHUNK_SIZE / 2 - 1, 0 };
- }
- Framework::Text Game::getWorldDirectory() const
- {
- return path;
- }
- void Game::requestArea(Area area)
- {
- generator->requestGeneration(area);
- loader->requestLoading(area);
- }
- void Game::save() const
- {
- Datei d;
- d.setDatei(path + "/eid");
- d.open(Datei::Style::schreiben);
- d.schreibe((char*)&nextEntityId, 4);
- d.close();
- for (auto dim : *dimensions)
- dim->save(path);
- }
- void Game::requestStop()
- {
- stop = 1;
- warteAufThread(1000000);
- }
- void Game::addDimension(Dimension* d)
- {
- dimensions->add(d);
- }
- int Game::getNextEntityId()
- {
- cs.lock();
- int result = nextEntityId++;
- cs.unlock();
- return result;
- }
- WorldGenerator* Game::zGenerator() const
- {
- return generator;
- }
- Game* Game::INSTANCE = 0;
- void Game::initialize(Framework::Text name, Framework::Text worldsDir)
- {
- if (!Game::INSTANCE)
- {
- Game::INSTANCE = new Game(name, worldsDir);
- Game::INSTANCE->initialize();
- }
- }
- Entity* Game::zEntity(int id, int dimensionId) const
- {
- Dimension* d = zDimension(dimensionId);
- if (d)
- return d->zEntity(id);
- return 0;
- }
- Entity* Game::zEntity(int id) const
- {
- for (Dimension* d : *dimensions)
- {
- Entity* e = d->zEntity(id);
- if (e)
- return e;
- }
- // for new players that are currently loading
- for (GameClient* client : *clients)
- {
- if (client->zEntity()->getId() == id)
- {
- return client->zEntity();
- }
- }
- return 0;
- }
- Entity* Game::zNearestEntity(int dimensionId, Framework::Vec3<float> pos, std::function<bool(Entity*)> filter)
- {
- Dimension* d = zDimension(dimensionId);
- if (!d)
- return 0;
- return d->zNearestEntity(pos, filter);
- }
- const RecipieLoader& Game::getRecipies() const
- {
- return recipies;
- }
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