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local enet = require"enet"
local json = require"common.dkjson"
local chunk = require"common.chunk"
local noise = require"noise"
local coords = require"common.coords"
local Pos = coords.Pos
local worldgen = require"worldgen"
local MapS = require"map".MapS
local posix_time = require"posix.time"
math.randomseed(os.time())
local host = enet.host_create("*:8473")
print(host:get_socket_address())
-- sequential list of all players
local playerlist = {}
local nextid = 1
-- this is maybe suboptimal
-- but it is simplest for now
local function player_by_id(id)
for i,pl in ipairs(playerlist) do
if pl.id == id then return pl, i end
end
return nil
end
local function player_by_peer(peer)
for i,pl in ipairs(playerlist) do
if pl.peer == peer then return pl, i end
end
return nil
end
local function random_color()
return {math.random(),math.random(),math.random()}
end
local function make_player(peer)
local p = {pos=Pos:make(0,0),color=random_color(),peer=peer,id=nextid}
nextid = nextid + 1
return p
end
local function player_info_part(player)
return {
id=player.id,
x=player.pos.x,
y=player.pos.y,
color=player.color,
}
end
local function player_join_packet(player)
return json.encode{t="join",pl=player_info_part(player)}
end
local function player_you_packet(player)
return json.encode{t="you",pl=player_info_part(player)}
end
local function player_leave_packet(player)
return json.encode{t="leave",id=player.id}
end
local function player_move_packet(player,x,y)
return json.encode{t="move",id=player.id,x=x,y=y}
end
local map = MapS:make()
local function handle_ev(ev)
-- handle network event
if ev.type == "connect" then
local player = make_player(ev.peer)
table.insert(playerlist,player)
print("connect",player.peer,player.id)
player.peer:send(player_you_packet(player))
local central_chunk = map:obtain(coords.ChunkPos:make(0,0))
player.peer:send(central_chunk:data_packet())
for i,otherplayer in ipairs(playerlist) do
if otherplayer ~= player then
-- tell new player about each other player
player.peer:send(player_join_packet(otherplayer))
-- tell each other player about new player
otherplayer.peer:send(player_join_packet(player))
end
end
elseif ev.type == "disconnect" then
local player, idx = player_by_peer(ev.peer)
if not player then error("sneeze "..ev.peer) end
print("disconnect",player.peer,player.id)
table.remove(playerlist,idx)
for i,otherplayer in ipairs(playerlist) do
otherplayer.peer:send(player_leave_packet(player))
end
elseif ev.type == "receive" then
local player = player_by_peer(ev.peer)
if not player then error("sneezey "..ev.peer) end
local j = json.decode(ev.data)
local op = j.t
if op == "ppos" then
local x,y = j.x,j.y
player.pos = coords.Pos:make(x,y)
-- print(player.id,"-->",player.pos[1],player.pos[2])
for i,otherplayer in ipairs(playerlist) do
if otherplayer ~= player then
otherplayer.peer:send(player_move_packet(player,x,y))
end
end
elseif op == "settile" then
local h = coords.Hex:make(j.q,j.r)
map:set_at(h,j.tile)
-- print(player.id,"settile",h,j.tile)
for i,otherplayer in ipairs(playerlist) do
if otherplayer ~= player then
-- same packet structure s2c as c2s
-- when multiple chunks exist and players only get info
-- about stuff near to them, that won't be the case any more
otherplayer.peer:send(ev.data)
end
end
elseif op == "reqchunk" then
-- i am not certain this is the best way for this to work
-- i might change it later
local cp = coords.ChunkPos:make(j.u,j.v)
local ch = map:obtain(cp)
player.peer:send(ch:data_packet())
end
end
end
local function timenow()
-- monotonic clock, guaranteed to never go backwards
local tv = posix_time.clock_gettime(posix_time.CLOCK_MONOTONIC)
-- this discards some precision but i don't care
return tv.tv_sec + (tv.tv_nsec/1000000000)
end
-- do something only every x seconds
-- returns function(dt) -> bool
-- which returns true if you should, and false otherwise
local function every(interval)
local time_since = interval+100
return function(dt)
time_since = time_since + dt
if time_since > interval then
time_since = 0
return true
else
return false
end
end
end
local tick_interval = 1 -- seconds
local last_tick_time = timenow()
-- average tps calculation
local dts = {}
local ndt = 1
local ndts = 100
local ntick = 0
local function player_near_chunk(cp)
-- true: chunk at cp should stay loaded (because of a nearby player),
-- false: no players nearby, can be unloaded
-- this is kind of inefficient at the moment
for _,player in ipairs(playerlist) do
local pcp = player.pos:to_hex():containing_chunk()
for _,neighb in ipairs(pcp:neighborhood()) do
if neighb == cp then
return true
end
end
end
return false
end
local function tick(ntick)
if ntick % 30 == 0 then
print("saving things")
for cp,ch in map:iter_chunks() do
map:save_chunk(cp)
if not player_near_chunk(cp) then
print("unloading chunk",cp)
map:remove_chunk(cp)
end
end
end
end
while true do
local now = timenow()
local dt = now - last_tick_time
local time_till_next_tick = (last_tick_time+tick_interval)-now
if time_till_next_tick > 0.001 then
local ev = host:service(time_till_next_tick*1000)
if ev then handle_ev(ev) end
else
last_tick_time = now
ntick = ntick + 1
tick(ntick)
end
end
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