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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-10-09 18:39:48 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:39:32 +0100 |
commit | a81bcb1942ddad5989115061338e72211443e633 (patch) | |
tree | cb1cc6feadb7dfb49f96cbc9b2a4f2bfb9ad8488 /src/GlobalState.cpp | |
parent | 2017-10-07 (diff) | |
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Diffstat (limited to 'src/GlobalState.cpp')
-rw-r--r-- | src/GlobalState.cpp | 215 |
1 files changed, 215 insertions, 0 deletions
diff --git a/src/GlobalState.cpp b/src/GlobalState.cpp new file mode 100644 index 0000000..49dbf2b --- /dev/null +++ b/src/GlobalState.cpp @@ -0,0 +1,215 @@ +#include "GlobalState.hpp" + +#include "NetworkClient.hpp" +#include "GameState.hpp" +#include "Render.hpp" +#include "DebugInfo.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; + +void PhysExec(); + +void InitEvents() { + /* + * Network Events + */ + + listener.RegisterHandler(EventType::Exit, [](EventData eventData) { + isRunning = false; + }); + + listener.RegisterHandler(EventType::ConnectToServer, [](EventData eventData) { + auto data = std::get<ConnectToServerData>(eventData); + if (data.address == "" || data.port == 0) + LOG(FATAL) << "NOT VALID CONNECT-TO-SERVER EVENT"; + if (nc != nullptr) { + LOG(ERROR) << "Already connected"; + return; + } + LOG(INFO) << "Connecting to server"; + EventAgregator::PushEvent(EventType::Connecting, ConnectingData{}); + try { + nc = std::make_unique<NetworkClient>(data.address, data.port, data.username); + } + catch (std::exception &e) { + LOG(WARNING) << "Connection failed"; + EventAgregator::PushEvent(EventType::ConnectionFailed, ConnectionFailedData{ e.what() }); + return; + } + LOG(INFO) << "Connected to server"; + EventAgregator::PushEvent(EventType::ConnectionSuccessfull, ConnectionSuccessfullData{}); + }); + + listener.RegisterHandler(EventType::Disconnect, [](EventData eventData) { + auto data = std::get<DisconnectData>(eventData); + EventAgregator::PushEvent(EventType::Disconnected, DisconnectedData{ data.reason }); + LOG(INFO) << "Disconnected: " << data.reason; + nc.reset(); + }); + + listener.RegisterHandler(EventType::NetworkClientException, [](EventData eventData) { + auto data = std::get<NetworkClientExceptionData>(eventData); + EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ data.what }); + }); + + /* + * GameState Events + */ + + listener.RegisterHandler(EventType::Exit, [](EventData eventData) { + isRunning = false; + }); + + listener.RegisterHandler(EventType::ConnectionSuccessfull, [](EventData eventData) { + auto data = std::get<ConnectionSuccessfullData>(eventData); + gs = std::make_unique<GameState>(); + isPhysRunning = true; + threadPhys = std::thread(&PhysExec); + }); + + listener.RegisterHandler(EventType::Disconnected, [](EventData eventData) { + std::this_thread::sleep_for(std::chrono::milliseconds(500)); + if (!gs) + return; + isPhysRunning = false; + threadPhys.join(); + gs.reset(); + }); +} + +void PhysExec() { + EventListener listener; + + listener.RegisterHandler(EventType::KeyPressed, [](EventData eventData) { + if (!gs) + return; + switch (std::get<KeyPressedData>(eventData).key) { + 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; + } + }); + + listener.RegisterHandler(EventType::KeyReleased, [](EventData eventData) { + if (!gs) + return; + switch (std::get<KeyReleasedData>(eventData).key) { + 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; + } + }); + + listener.RegisterHandler(EventType::MouseMoved, [](EventData eventData) { + if (!gs) + return; + auto data = std::get<MouseMovedData>(eventData); + gs->HandleRotation(data.x, data.y); + }); + + LoopExecutionTimeController timer(std::chrono::milliseconds(8)); + + while (isPhysRunning) { + DebugInfo::gameThreadTime = timer.GetRealDeltaS() * 1000'00.0f; + + 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()); + + while (listener.IsEventsQueueIsNotEmpty()) + listener.HandleEvent(); + + timer.Update(); + } +} + +void GsExec() { + LoopExecutionTimeController timer(std::chrono::milliseconds(16)); + + while (isRunning) { + try { + while (nc && gs) { + nc->UpdatePacket(); + + gs->UpdatePacket(nc.get()); + while (listener.IsEventsQueueIsNotEmpty()) + listener.HandleEvent(); + } + } catch (std::exception &e) { + EventAgregator::PushEvent(EventType::NetworkClientException, NetworkClientExceptionData{ e.what() }); + } + + while (listener.IsEventsQueueIsNotEmpty()) + listener.HandleEvent(); + + 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(); +}
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