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#include "game.h"
#include "video.h"
#include "messages.h"
#include <boost/lexical_cast.hpp>
#include <boost/bind.hpp>
#include <boost/thread.hpp>
Game* Game::game = NULL;
Game::Game() : socket(io_service) {
scene = new Scene();
}
Game::~Game() {
delete scene;
}
void Game::run(const std::string host, const unsigned int port) {
run(host, boost::lexical_cast<std::string>(port));
}
void Game::run(const std::string host, const std::string port) {
SDL_WarpMouse(video::width/2, video::height/2);
scene->last_time = SDL_GetTicks();
scene->update();
{
boost::asio::ip::tcp::resolver resolver(io_service);
boost::asio::ip::tcp::resolver::query query(host, port);
boost::asio::ip::tcp::resolver::iterator iterator = resolver.resolve(query);
socket.connect(boost::asio::ip::tcp::endpoint(*iterator));
message::Hello h(1);
h.send(socket);
}
async_read();
unsigned int last = SDL_GetTicks();
while(scene->running) {
if(SDL_GetTicks() - last >= 1000) {
message::Pos pos(scene->pos.x, scene->pos.y, scene->pos.z);
pos.send(socket);
last = SDL_GetTicks();
}
io_service.poll_one();
scene->events();
scene->render();
SDL_Delay(1);
}
}
void Game::async_read() {
uint8_t *t = new uint8_t;
boost::asio::async_read(socket, boost::asio::buffer(t, sizeof(uint8_t)),
boost::asio::transfer_all(),
boost::bind(&Game::handle_type, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred, t));
}
void Game::handle_type(const boost::system::error_code& error, std::size_t bytes_transferred, uint8_t *type) {
if(error) {
std::cerr << error << std::endl;
delete type;
scene->running = false;
return;
}
switch(*type) {
case message::MSG_TYPE_CHUNK:
handle_chunk();
break;
case message::MSG_TYPE_MSG:
handle_message();
break;
default:
std::cout << "unknown type: " << (int)*type << std::endl;
}
delete type;
async_read();
}
void Game::handle_chunk() {
message::Chunk m;
// coords
m.read(socket);
int64_t x, y;
m.get_coords(x, y);
// data
m.read(socket);
float *data = m.get_data();
scene->terrain->tc->add_chunk(data, x, y, Terrain::chunk_size_total, Terrain::chunk_size_total);
Terrain::Chunk *chunk = NULL;
try {
chunk = new Terrain::Chunk(scene->terrain, x, y);
} catch(...) {
}
if(chunk)
scene->terrain->chunks.push_back(chunk);
}
void Game::handle_message() {
message::Message m;
m.read(socket);
m.get_len();
m.read(socket);
std::string s = m.get_str();
scene->chat->add_line(s);
}
Game& Game::get_instance() {
if(!game)
game = new Game();
return *game;
}
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