Game.h 5.1 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 "Quest.h"
  14. #include "RecipieLoader.h"
  15. #include "Server.h"
  16. #include "TickOrganizer.h"
  17. #include "TypeRegistry.h"
  18. #include "WorldGenerator.h"
  19. #include "WorldLoader.h"
  20. #include "WorldUpdate.h"
  21. class FCKlient;
  22. class GameClient : public Framework::Thread
  23. {
  24. private:
  25. Player* zPlayer;
  26. FCKlient* client;
  27. Critical background;
  28. Critical foreground;
  29. Critical other;
  30. Framework::Synchronizer updateSync;
  31. RCArray<InMemoryBuffer> requests;
  32. RCArray<WorldUpdate> updateQueue;
  33. RCArray<NetworkMessage> backgroundQueue;
  34. RCArray<NetworkMessage> foregroundQueue;
  35. Framework::Synchronizer foregroundQueueSync;
  36. Framework::Synchronizer backgroundQueueSync;
  37. Critical queueCs;
  38. Framework::Synchronizer emptyForegroundQueueSync;
  39. Framework::Synchronizer emptyBackgroundQueueSync;
  40. int viewDistance;
  41. bool first;
  42. bool online;
  43. bool finished;
  44. bool backgroundFinished;
  45. bool foregroundFinished;
  46. public:
  47. GameClient(Player* zPlayer, FCKlient* client);
  48. ~GameClient();
  49. void thread() override;
  50. void sendWorldUpdate(WorldUpdate* update);
  51. void reply();
  52. void logout();
  53. void addMessage(StreamReader* reader);
  54. bool isOnline() const;
  55. void sendResponse(NetworkMessage* response);
  56. Player* zEntity() const;
  57. void sendTypes();
  58. class Message
  59. {
  60. public:
  61. inline static const unsigned char TERMINATE = 1;
  62. inline static const unsigned char WORLD_UPDATE = 2;
  63. inline static const unsigned char API_MESSAGE = 3;
  64. inline static const unsigned char POSITION_UPDATE = 4;
  65. };
  66. };
  67. class Game : public virtual Framework::Thread
  68. {
  69. private:
  70. Framework::Text name;
  71. TypeRegistry* typeRegistry;
  72. Framework::RCArray<Dimension>* dimensions;
  73. Framework::RCArray<WorldUpdate>* updates;
  74. Framework::RCArray<GameClient>* clients;
  75. Framework::Array<std::function<void()>> actions;
  76. QuestManager* questManager;
  77. Critical actionsCs;
  78. TickOrganizer* ticker;
  79. Framework::Text path;
  80. bool stop;
  81. __int64 tickId;
  82. Critical cs;
  83. int nextEntityId;
  84. WorldGenerator* generator;
  85. WorldLoader* loader;
  86. RecipieLoader recipies;
  87. Chat* chat;
  88. PlayerRegister* playerRegister;
  89. double totalTickTime;
  90. int tickCounter;
  91. double averageTickTime;
  92. int ticksPerSecond;
  93. double totalTime;
  94. void thread() override;
  95. Game(Framework::Text name, Framework::Text worldsDir);
  96. public:
  97. ~Game();
  98. void initialize();
  99. void api(Framework::InMemoryBuffer* zRequest, GameClient* zOrigin);
  100. void updateLightning(int dimensionId, Vec3<int> location);
  101. void updateLightningWithoutWait(int dimensionId, Vec3<int> location);
  102. void broadcastMessage(NetworkMessage* response);
  103. void sendMessage(NetworkMessage* response, Entity* zTargetPlayer);
  104. bool requestWorldUpdate(WorldUpdate* update);
  105. bool checkPlayer(Framework::Text name, Framework::Text secret);
  106. bool existsPlayer(Framework::Text name);
  107. Framework::Text createPlayer(Framework::Text name);
  108. GameClient* addPlayer(FCKlient* client, Framework::Text name);
  109. bool doesChunkExist(int x, int y, int dimension);
  110. void blockTargetChanged(Block* zBlock);
  111. void entityTargetChanged(Entity* zEntity);
  112. void spawnItem(
  113. Framework::Vec3<float> location, int dimensionId, Item* stack);
  114. void spawnItem(
  115. Framework::Vec3<float> location, int dimensionId, ItemStack* stack);
  116. bool isChunkLoaded(int x, int y, int dimension) const;
  117. Framework::Either<Block*, int> zBlockAt(
  118. Framework::Vec3<int> location, int dimension) const;
  119. Block* zRealBlockInstance(Framework::Vec3<int> location, int dimension);
  120. int getBlockType(Framework::Vec3<int> location, int dimension);
  121. Dimension* zDimension(int id) const;
  122. static Framework::Punkt getChunkCenter(int x, int y);
  123. Area getChunckArea(Punkt center) const;
  124. Framework::Text getWorldDirectory() const;
  125. void requestArea(Area area);
  126. void save() const;
  127. void requestStop();
  128. void addDimension(Dimension* d);
  129. int getNextEntityId();
  130. WorldGenerator* zGenerator() const;
  131. Entity* zEntity(int id, int dimensionId) const;
  132. Entity* zEntity(int id) const;
  133. Entity* zNearestEntity(int dimensionId,
  134. Framework::Vec3<float> pos,
  135. std::function<bool(Entity*)> filter);
  136. const RecipieLoader& getRecipies() const;
  137. void doLater(std::function<void()> action);
  138. TickOrganizer* zTickOrganizer() const;
  139. Chat* zChat() const;
  140. Player* zPlayerByName(const char* name) const;
  141. TypeRegistry* zTypeRegistry() const;
  142. int getPlayerId(const char* name) const;
  143. QuestManager* zQuestManager() const;
  144. double getAverageTickTime() const;
  145. int getTicksPerSecond() const;
  146. int getPlayerCount() const;
  147. int getChunkCount() const;
  148. static Game* INSTANCE;
  149. static Critical INSTANCE_CS;
  150. static void initialize(Framework::Text name, Framework::Text worldsDir);
  151. };