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#include "server.h"
#include <QtNetwork/QTcpServer>
#include <QtNetwork/QTcpSocket>
#include "util.h"
#include "pacman.pb.h"
#include "block.h"
Server::Server(QWidget *parent)
: SceneHolder(parent)
{
qDebug() << "[Server] Waiting for clients";
waitForClientConnections();
qDebug() << "[Server] All Clients connected";
Transmission::map_t map = Util::createDemoMap();
updateMap(map);
Util::deleteMap(map);
map = NULL;
QTimer *timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(tick()));
timer->start(Constants::tick);
}
void Server::tick()
{
qDebug() << "[Tick] Doing server update";
Transmission::map_t map = calculateUpdates();
updateMap(map);
sendUpdate(map);
Util::deleteMap(map);
}
Transmission::map_t Server::calculateUpdates()
{
Transmission::map_t map = Util::createEmptyMap();
//TODO: ai
//m_actorMovements[Color::blue] = Actor::Movement((qrand() % 4) + 1);
//m_actorMovements[Color::green] = Actor::Movement((qrand() % 4) + 1);
QMutableMapIterator<Color::Color, Actor::Movement> i(m_actorMovements);
while (i.hasNext())
{
i.next();
int turn = 0;
invalid_direction:
++turn;
Actor *actor = m_actors.value(i.key());
QPoint mapPosition = CoordToMapPosition(actor->pos().toPoint());
qDebug() << "[Calc] Actor wants to move: color=" << i.key()
<< "pos=" << mapPosition << "direction=" << i.value();
QPoint newMapPosition = mapPosition;
switch (i.value())
{
case Actor::Up:
newMapPosition += QPoint(0, -1);
break;
case Actor::Down:
newMapPosition += QPoint(0, 1);
break;
case Actor::Left:
newMapPosition += QPoint(-1, 0);
break;
case Actor::Right:
newMapPosition += QPoint(1, 0);
break;
case Actor::None:
break;
default:
Q_ASSERT(false);
}
if (newMapPosition.x() < 0)
newMapPosition.setX(0);
if (newMapPosition.x() >= visualMap.size())
newMapPosition.setX(visualMap.size() - 1);
if (newMapPosition.y() < 0)
newMapPosition.setY(0);
if (newMapPosition.y() >= visualMap[newMapPosition.x()].size())
newMapPosition.setY(visualMap[newMapPosition.x()].size() - 1);
// <t3h g4m3 10gic>
// TODO: support actors eating each other
// TODO: old item - REMOVE THAT?
GameEntity *oldItem = visualMap[mapPosition.x()][mapPosition.y()];
/* check if there's an item at new location of actor */
GameEntity *item = visualMap[newMapPosition.x()][newMapPosition.y()];
if (item != NULL && oldItem != item)
{
qDebug() << "[Calc] Found item at new actor location";
if (!item->checkEnter(actor))
{
/* movement invalid. e.g. move against wall */
newMapPosition = mapPosition;
qDebug() << "[Calc] Item blocks actor";
}
else
{
/* apply actions of entering this field */
bool survive = item->enter(actor);
if (!survive)
{
map[newMapPosition.x()][newMapPosition.y()] = Transmission::empty | actor->color();
}
}
}
// </t3h g4m2 10gic>
/* movement didn't work - e.g. was blocked */
if (mapPosition == newMapPosition)
{
/* */
if (turn == 1 && i.value() != actor->direction())
{
/* set direction back to last known direction and try again */
qDebug() << "[Calc] Movement was blocked. Trying last known actor direction";
m_actorMovements[i.key()] = actor->direction();
goto invalid_direction;
}
else
{
/* second turn didn't work too -> stop movement */
m_actorMovements[i.key()] = Actor::None;
qDebug() << "[Calc] No good direction known. Movement stopped";
}
}
map[newMapPosition.x()][newMapPosition.y()] |= Transmission::pacman |
i.key() | Util::actorMovementToTransmission(i.value());
/* DEBUG: uncomments to disable auto-movement */
//m_actorMovements[i.key()] = Actor::None;
if (i.value() == Actor::None)
{
/* set actor to non-moving */
m_actorMovements[i.key()] = Actor::None;
i.remove();
}
}
return map;
}
void Server::waitForClientConnections()
{
QTcpServer *tcpSrv = new QTcpServer(this);
// server must stay alive as long as sockets (qt parent mem mechanism)
tcpSrv->listen(QHostAddress::Any, Constants::Networking::port);
#define SINGLE
#ifdef SINGLE
for (unsigned int i = 0; i < 1; ++i)
{
#else
for (unsigned int i = 0; Color::order[i] != Color::none; ++i)
{
#endif
bool connectionAvailable = tcpSrv->waitForNewConnection(-1);
Q_ASSERT(connectionAvailable);
Q_UNUSED(connectionAvailable);
QTcpSocket *socket = tcpSrv->nextPendingConnection();
connect(socket, SIGNAL(readyRead()), this, SLOT(keyPressUpdate()));
/* assign color */
Color::Color color = Color::order[i];
m_clientConnections[color] = socket;
/* notify player of color */
//TODO: allocate + reuse packet
ProtoBuf::WhoAmI packet;
packet.set_color(color);
Util::sendPacket(packet, socket);
qDebug() << "[Connect] New Player: color=" << color;
}
}
void Server::sendUpdate(Transmission::map_t map)
{
ProtoBuf::MapUpdate packet;
for (unsigned int x = 0; x < Constants::map_size.width; ++x)
{
for (unsigned int y = 0; y < Constants::map_size.height; ++y)
packet.add_field(map[x][y]);
}
for(unsigned i = 0; Color::order[i] != Color::none; ++i)
{
packet.add_round_points(m_actors.value(Color::order[i])->getRoundPoints());
packet.add_game_points(m_actors.value(Color::order[i])->getGamePoints());
}
QSharedPointer<QByteArray> data = Util::createPacket(packet);
foreach(QTcpSocket *socket, m_clientConnections)
{
if (!Util::sendPacket(data.data(), socket))
{
qDebug() << "[sendUpdate] Error while sending data to client, exiting...";
qApp->quit();
}
}
}
void Server::keyPressUpdate()
{
QMapIterator<Color::Color, QTcpSocket *> i(m_clientConnections);
while (i.hasNext())
{
i.next();
Color::Color color = i.key();
QTcpSocket *socket = i.value();
QDataStream in(i.value());
while (socket->bytesAvailable() > (qint64)sizeof(qint64))
{
QSharedPointer<QByteArray> data = Util::receivePacket(socket);
//TODO: allocate + reuse packet
ProtoBuf::KeyPressUpdate packet;
bool worked = packet.ParseFromArray(data->data(), data->size());
Q_ASSERT(worked);
Q_UNUSED(worked);
Transmission::field_t direction = packet.newkey();
qDebug() << "[KeyPress] actor=" << color << "direction=" << direction;
m_actorMovements[color] = Util::transmissionMovementToActor(direction);
}
}
}
bool Constants::server = true;
int main(int argc, char ** argv)
{
/* Verify that the version of the library that we linked against is
* compatible with the version of the headers we compiled against.
*/
GOOGLE_PROTOBUF_VERIFY_VERSION;
QApplication app(argc, argv, false);
app.setApplicationName("Pacman Server");
app.setWindowIcon(QIcon(":/appicon"));
qsrand(QTime(0, 0, 0).secsTo(QTime::currentTime()));
Server Server;
int ret = app.exec();
/* Delete all global objects allocated by libprotobuf */
google::protobuf::ShutdownProtobufLibrary();
return ret;
}
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