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path: root/server/server.lua
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local enet = require"enet"
local json = require"common.dkjson"
local chunk = require"common.chunk"
local Chunk = require"common.chunk".Chunk
local noise = require"noise"
local unpack = unpack or table.unpack
local coords = require"common.coords"

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={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[1],
		y=player.pos[2],
		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 the_tiles = {}
local ng = noise.NoiseAgg.make_perlin_octaves(4)
for q = 1,chunk.SIZE-1 do
	for r = 1,chunk.SIZE-1 do
		local p = coords.Hex.make(q,r):to_pos()
		local nv = ng:at(p.x/20,p.y/20)
		assert(nv ~= 1,"oopsy")
		the_tiles[chunk.index(q,r)] = nv > 0 and 1+math.floor(math.sqrt(nv)*8) or false
	end
end
local the_chunk = Chunk.make(the_tiles)
print"generated chunk"

while true do
	local ev = host:service(100)
	if ev then
		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))
			player.peer:send(the_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[1] = x
				player.pos[2] = 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)
				the_chunk: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
			end

		end
		-- for k,v in pairs(ev) do io.write(tostring(k),":",tostring(v)," ") end
		-- print()
	end
end