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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 Player=require'player'.Player
local posix_time = require"posix.time"
local posix_signal = require"posix.signal"
local db = require'db'
math.randomseed(os.time())
local host = enet.host_create("*:8473",nil,2)
print(host:get_socket_address())
-- sequential list of all players
local playerlist = {}
-- 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 player_join_packet(player)
return json.encode{t="join",pl=player:info_part()}
end
local function player_you_packet(player)
return json.encode{t="you",pl=player:info_part()}
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 function chat_packet(fromplayer,msg)
return json.encode{t="chat",from=fromplayer.id,msg=msg}
end
local map = MapS:make()
local function on_player_connect(ev)
local player = Player:make(ev.peer)
table.insert(playerlist, player)
player.peer:send(player_you_packet(player))
for i,otherplayer in ipairs(playerlist) do
if otherplayer ~= player then
player.peer:send(player_join_packet(otherplayer))
otherplayer.peer:send(player_join_packet(player))
end
end
print("connect",player.id,player.peer)
end
local function on_player_disconnect(ev)
local player,idx = player_by_peer(ev.peer)
if not player then error("sneeze"..ev.peer) end
table.remove(playerlist,idx)
for i,otherplayer in ipairs(playerlist) do
otherplayer.peer:send(player_leave_packet(player))
end
print("disconnect", player.id, player.peer)
end
local function handle_ev(ev)
-- handle network event
if ev.type == "connect" then
on_player_connect(ev)
elseif ev.type == "disconnect" then
on_player_disconnect(ev)
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)
-- print(ev.channel,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),1)
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())
elseif op == "chat" then
print("chat ["..player.id.."] "..j.msg)
for i,otherplayer in ipairs(playerlist) do
otherplayer.peer:send(chat_packet(player,j.msg))
end
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
local tick_interval = 1 -- seconds
local last_tick_time = timenow()
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 maybe not as efficient as it possibly could be
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 save_things()
local txn = db.txn(true)
for cp,ch in map:iter_chunks() do
map:save_chunk(cp,txn)
if not player_near_chunk(cp) then
-- print("unloading chunk",cp)
map:remove_chunk(cp)
end
end
txn:commit()
end
local function tick(ntick)
if ntick % 30 == 0 then
-- print("saving things")
save_things()
end
end
local stopping=false
posix_signal.signal(posix_signal.SIGINT, function() stopping=true end)
while true do
if stopping then
print("stopping...")
save_things()
break
end
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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