#include "GlobalState.hpp"
#include "NetworkClient.hpp"
#include "GameState.hpp"
#include "Render.hpp"
#include "DebugInfo.hpp"
#include "Event.hpp"
//Global game variables
std::unique_ptr<NetworkClient> nc;
std::unique_ptr<GameState> gs;
std::unique_ptr<Render> render;
std::thread threadGs;
bool isRunning;
bool isPhysRunning;
EventListener listener;
bool isMoving[5] = { 0,0,0,0,0 };
std::thread threadPhys;
State state;
void PhysExec();
void InitEvents() {
/*
* Network Events
*/
listener.RegisterHandler("Exit", [](const Event&) {
isRunning = false;
});
listener.RegisterHandler("ConnectToServer", [](const Event& eventData) {
auto data = eventData.get <std::tuple<std::string, unsigned short, std::string>>(); //address,port,username
if (std::get<0>(data) == "" || std::get<1>(data) == 0)
LOG(FATAL) << "NOT VALID CONNECT-TO-SERVER EVENT";
if (nc != nullptr) {
LOG(ERROR) << "Already connected";
return;
}
LOG(INFO) << "Connecting to server";
PUSH_EVENT("Connecting",0);
try {
nc = std::make_unique<NetworkClient>(std::get<0>(data), std::get<1>(data), std::get<2>(data));
}
catch (std::exception &e) {
LOG(WARNING) << "Connection failed";
PUSH_EVENT("ConnectionFailed", std::string(e.what()));
return;
}
LOG(INFO) << "Connected to server";
PUSH_EVENT("ConnectionSuccessfull", 0);
});
listener.RegisterHandler("Disconnect", [](const Event& eventData) {
auto data = eventData.get<std::string>();
PUSH_EVENT("Disconnected", data);
LOG(INFO) << "Disconnected: " << data;
nc.reset();
});
listener.RegisterHandler("NetworkClientException", [](const Event& eventData) {
auto data = eventData.get < std::string>();
PUSH_EVENT("Disconnect", data);
});
listener.RegisterHandler("ReceivedPacket", [](const Event& eventData) {
std::shared_ptr<Packet> packet = eventData.get<std::shared_ptr<Packet>>();
gs->UpdatePacket(packet);
});
/*
* GameState Events
*/
listener.RegisterHandler("Exit", [](const Event&) {
isRunning = false;
});
listener.RegisterHandler("ConnectionSuccessfull", [](const Event&) {
gs = std::make_unique<GameState>();
isPhysRunning = true;
threadPhys = std::thread(&PhysExec);
});
listener.RegisterHandler("Disconnected", [](const Event&) {
if (!gs)
return;
isPhysRunning = false;
threadPhys.join();
gs.reset();
});
listener.RegisterHandler("SendChatMessage", [](const Event& eventData) {
auto message = eventData.get<std::string>();
auto packet = std::static_pointer_cast<Packet>(std::make_shared<PacketChatMessageSB>(message));
PUSH_EVENT("SendPacket",packet);
});
}
void PhysExec() {
EventListener listener;
listener.RegisterHandler("KeyPressed", [](const Event& eventData) {
if (!gs)
return;
switch (eventData.get<SDL_Scancode>()) {
case SDL_SCANCODE_W:
isMoving[GameState::FORWARD] = true;
break;
case SDL_SCANCODE_A:
isMoving[GameState::LEFT] = true;
break;
case SDL_SCANCODE_S:
isMoving[GameState::BACKWARD] = true;
break;
case SDL_SCANCODE_D:
isMoving[GameState::RIGHT] = true;
break;
case SDL_SCANCODE_SPACE:
isMoving[GameState::JUMP] = true;
break;
default:
break;
}
});
listener.RegisterHandler("KeyReleased", [](const Event& eventData) {
if (!gs)
return;
switch (eventData.get<SDL_Scancode>()) {
case SDL_SCANCODE_W:
isMoving[GameState::FORWARD] = false;
break;
case SDL_SCANCODE_A:
isMoving[GameState::LEFT] = false;
break;
case SDL_SCANCODE_S:
isMoving[GameState::BACKWARD] = false;
break;
case SDL_SCANCODE_D:
isMoving[GameState::RIGHT] = false;
break;
case SDL_SCANCODE_SPACE:
isMoving[GameState::JUMP] = false;
break;
default:
break;
}
});
listener.RegisterHandler("MouseMove", [](const Event& eventData) {
if (!gs)
return;
auto data = eventData.get<std::tuple<double,double>>();
gs->HandleRotation(std::get<0>(data),std::get<1>(data));
});
LoopExecutionTimeController timer(std::chrono::milliseconds(8));
while (isPhysRunning) {
DebugInfo::gameThreadTime = timer.GetRealDeltaS() * 1000'00.0f;
if (state == State::Playing) {
if (isMoving[GameState::FORWARD])
gs->HandleMovement(GameState::FORWARD, timer.GetRealDeltaS());
if (isMoving[GameState::BACKWARD])
gs->HandleMovement(GameState::BACKWARD, timer.GetRealDeltaS());
if (isMoving[GameState::LEFT])
gs->HandleMovement(GameState::LEFT, timer.GetRealDeltaS());
if (isMoving[GameState::RIGHT])
gs->HandleMovement(GameState::RIGHT, timer.GetRealDeltaS());
if (isMoving[GameState::JUMP])
gs->HandleMovement(GameState::JUMP, timer.GetRealDeltaS());
}
gs->Update(timer.GetRealDeltaS());
listener.HandleAllEvents();
timer.Update();
}
}
void GsExec() {
el::Helpers::setThreadName("Game");
LoopExecutionTimeController timer(std::chrono::milliseconds(16));
while (isRunning) {
try {
while (nc && gs) {
listener.HandleAllEvents();
}
} catch (std::exception &e) {
PUSH_EVENT("NetworkClientException", e.what());
}
listener.HandleAllEvents();
timer.Update();
}
if (isPhysRunning) {
isPhysRunning = false;
threadPhys.join();
}
nc.reset();
gs.reset();
}
void GlobalState::Exec() {
render = std::make_unique<Render>(900, 480, "AltCraft");
isRunning = true;
InitEvents();
threadGs = std::thread(&GsExec);
render->ExecuteRenderLoop();
isRunning = false;
threadGs.join();
render.reset();
}
GameState *GlobalState::GetGameState() {
return gs.get();
}
Render *GlobalState::GetRender() {
return render.get();
}
State GlobalState::GetState() {
return state;
}
void GlobalState::SetState(const State &newState) {
if (newState != state)
PUSH_EVENT("StateUpdated", 0);
state = newState;
}