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main.cpp
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331 lines (277 loc) · 14.5 KB
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#include <memory>
#include <thread>
#include "main.hpp"
#include "lib/core/timeline.hpp"
#include "lib/ECS/coordinator.hpp"
#include "lib/enum/enum.hpp"
#include "lib/game/GameManager.hpp"
#include "lib/helpers/colors.hpp"
#include "lib/helpers/constants.hpp"
#include "lib/helpers/random.hpp"
#include "lib/model/components.hpp"
#include "lib/systems/camera.cpp"
#include "lib/systems/client.hpp"
#include "lib/systems/collision.hpp"
#include "lib/systems/destroy.hpp"
#include "lib/systems/gravity.cpp"
#include "lib/systems/jump.hpp"
#include "lib/systems/keyboard_movement.cpp"
#include "lib/systems/kinematic.cpp"
#include "lib/systems/move_between_2_point_system.hpp"
#include "lib/systems/death.hpp"
#include "lib/systems/receiver.hpp"
#include "lib/systems/render.cpp"
#include <csignal>
#include "lib/strategy/send_strategy.hpp"
#include "lib/strategy/strategy_selector.hpp"
#include "lib/systems/event_system.hpp"
#include "lib/systems/keyboard.hpp"
#include "lib/systems/respawn.hpp"
#include "lib/systems/collision_handler.hpp"
#include "lib/systems/combo_event_handler.hpp"
#include "lib/systems/dash.hpp"
#include "lib/systems/entity_created_handler.hpp"
#include "lib/systems/position_update_handler.hpp"
#include "lib/systems/replay_handler.hpp"
#include "lib/systems/vertical_boost_handler.hpp"
class ReceiverSystem;
// Since no anchor this will be global time. The TimeLine class counts in microseconds and hence tic_interval of 1000 ensures this class counts in milliseconds
void platform_movement(Timeline &timeline, MoveBetween2PointsSystem &moveBetween2PointsSystem) {
Timeline platformTimeline(&timeline, 1);
int64_t lastTime = platformTimeline.getElapsedTime();
while (GameManager::getInstance()->gameRunning) {
int64_t currentTime = platformTimeline.getElapsedTime();
float dT = (currentTime - lastTime) / 1000.f;
lastTime = currentTime;
moveBetween2PointsSystem.update(dT, platformTimeline);
auto elapsed_time = platformTimeline.getElapsedTime();
auto time_to_sleep = (1.0f / 60.0f) - (elapsed_time - currentTime); // Ensure float division
if (time_to_sleep > 0) {
std::this_thread::sleep_for(std::chrono::milliseconds(static_cast<int>(time_to_sleep * 1000)));
}
}
std::cout << "Kill platform thread" << std::endl;
}
void catch_signals() {
std::signal(SIGINT, [](int signal) {
GameManager::getInstance()->gameRunning = false;
});
std::signal(SIGTERM, [](int signal) {
GameManager::getInstance()->gameRunning = false;
});
std::signal(SIGSEGV, [](int signal) {
GameManager::getInstance()->gameRunning = false;
});
std::signal(SIGABRT, [](int signal) {
GameManager::getInstance()->gameRunning = false;
});
}
void send_delete_signal(zmq::socket_t &client_socket, Entity entity, Send_Strategy *strategy) {
for (int i = 0; i < 5; i++) {
auto message = strategy->get_message(entity, Message::DELETE);
std::string entity_id = gCoordinator.getEntityKey(entity);
NetworkHelper::sendMessageClient(client_socket, entity_id, message);
}
}
int main(int argc, char *argv[]) {
std::cout << ENGINE_NAME << " v" << ENGINE_VERSION << " initializing" << std::endl;
std::cout << "Created by Utsav and Jayesh" << std::endl;
std::cout << std::endl;
initSDL();
GameManager::getInstance()->gameRunning = true;
catch_signals();
std::unique_ptr<Send_Strategy> strategy = nullptr;
if (argv[1] != nullptr) {
strategy = Strategy::select_message_strategy(argv[1]);
} else {
strategy = Strategy::select_message_strategy("float");
}
std::string identity = Random::generateRandomID(10);
std::cout << "Identity: " << identity << std::endl;
zmq::context_t context(1);
zmq::socket_t client_socket(context, ZMQ_DEALER);
client_socket.set(zmq::sockopt::routing_id, identity);
client_socket.connect("tcp://localhost:5570");
zmq::pollitem_t items[] = {{client_socket, 0, ZMQ_POLLIN, 0}};
anchorTimeline.start();
gameTimeline.start();
std::vector<std::string> component_names{MAX_COMPONENTS};
std::vector<std::string> entity_names{MAX_ENTITIES};
gCoordinator.init();
gCoordinator.registerComponent<Transform>();
gCoordinator.registerComponent<Color>();
gCoordinator.registerComponent<CKinematic>();
gCoordinator.registerComponent<Camera>();
gCoordinator.registerComponent<Gravity>();
gCoordinator.registerComponent<KeyboardMovement>();
gCoordinator.registerComponent<Receiver>();
gCoordinator.registerComponent<MovingPlatform>();
gCoordinator.registerComponent<ClientEntity>();
gCoordinator.registerComponent<Destroy>();
gCoordinator.registerComponent<Collision>();
gCoordinator.registerComponent<Jump>();
gCoordinator.registerComponent<Respawnable>();
gCoordinator.registerComponent<RigidBody>();
gCoordinator.registerComponent<Dash>();
gCoordinator.registerComponent<Stomp>();
gCoordinator.registerComponent<VerticalBoost>();
auto renderSystem = gCoordinator.registerSystem<RenderSystem>();
auto kinematicSystem = gCoordinator.registerSystem<KinematicSystem>();
auto gravitySystem = gCoordinator.registerSystem<GravitySystem>();
auto cameraSystem = gCoordinator.registerSystem<CameraSystem>();
auto keyboardMovementSystem = gCoordinator.registerSystem<KeyboardMovementSystem>();
auto moveBetween2PointsSystem = gCoordinator.registerSystem<MoveBetween2PointsSystem>();
auto destroySystem = gCoordinator.registerSystem<DestroySystem>();
auto collisionSystem = gCoordinator.registerSystem<CollisionSystem>();
auto jumpSystem = gCoordinator.registerSystem<JumpSystem>();
auto deathSystem = gCoordinator.registerSystem<DeathSystem>();
auto clientSystem = gCoordinator.registerSystem<ClientSystem>();
auto receiverSystem = gCoordinator.registerSystem<ReceiverSystem>();
auto respawnSystem = gCoordinator.registerSystem<RespawnSystem>();
auto keyboardSystem = gCoordinator.registerSystem<KeyboardSystem>();
auto collisonHandlerSystem = gCoordinator.registerSystem<CollisionHandlerSystem>();
auto triggerHandlerSystem = gCoordinator.registerSystem<VerticalBoostHandler>();
auto eventSystem = gCoordinator.registerSystem<EventSystem>();
auto entityCreatedSystem = gCoordinator.registerSystem<EntityCreatedHandler>();
auto positionUpdateHandler = gCoordinator.registerSystem<PositionUpdateHandler>();
auto dashSystem = gCoordinator.registerSystem<DashSystem>();
auto comboEventHandler = gCoordinator.registerSystem<ComboEventHandler>();
auto replayHandler = gCoordinator.registerSystem<ReplayHandler>();
Signature renderSignature;
renderSignature.set(gCoordinator.getComponentType<Transform>());
renderSignature.set(gCoordinator.getComponentType<Color>());
gCoordinator.setSystemSignature<RenderSystem>(renderSignature);
Signature kinematicSignature;
kinematicSignature.set(gCoordinator.getComponentType<Transform>());
kinematicSignature.set(gCoordinator.getComponentType<CKinematic>());
gCoordinator.setSystemSignature<KinematicSystem>(kinematicSignature);
Signature gravitySignature;
gravitySignature.set(gCoordinator.getComponentType<Transform>());
gravitySignature.set(gCoordinator.getComponentType<Gravity>());
gCoordinator.setSystemSignature<GravitySystem>(gravitySignature);
Signature cameraSignature;
cameraSignature.set(gCoordinator.getComponentType<Camera>());
gCoordinator.setSystemSignature<CameraSystem>(cameraSignature);
Signature keyboardMovementSignature;
keyboardMovementSignature.set(gCoordinator.getComponentType<Transform>());
keyboardMovementSignature.set(gCoordinator.getComponentType<CKinematic>());
keyboardMovementSignature.set(gCoordinator.getComponentType<KeyboardMovement>());
keyboardMovementSignature.set(gCoordinator.getComponentType<Jump>());
keyboardMovementSignature.set(gCoordinator.getComponentType<Dash>());
gCoordinator.setSystemSignature<KeyboardMovementSystem>(keyboardMovementSignature);
Signature clientSignature;
clientSignature.set(gCoordinator.getComponentType<Receiver>());
gCoordinator.setSystemSignature<ReceiverSystem>(clientSignature);
Signature movingPlatformSignature;
movingPlatformSignature.set(gCoordinator.getComponentType<Transform>());
movingPlatformSignature.set(gCoordinator.getComponentType<MovingPlatform>());
movingPlatformSignature.set(gCoordinator.getComponentType<CKinematic>());
movingPlatformSignature.set(gCoordinator.getComponentType<MovingPlatform>());
gCoordinator.setSystemSignature<MoveBetween2PointsSystem>(movingPlatformSignature);
Signature clientEntitySignature;
clientEntitySignature.set(gCoordinator.getComponentType<ClientEntity>());
clientEntitySignature.set(gCoordinator.getComponentType<Transform>());
clientEntitySignature.set(gCoordinator.getComponentType<Color>());
clientEntitySignature.set(gCoordinator.getComponentType<Destroy>());
gCoordinator.setSystemSignature<ClientSystem>(clientEntitySignature);
Signature destroySig;
destroySig.set(gCoordinator.getComponentType<Destroy>());
gCoordinator.setSystemSignature<DestroySystem>(destroySig);
Signature collisionSignature;
collisionSignature.set(gCoordinator.getComponentType<Transform>());
collisionSignature.set(gCoordinator.getComponentType<Collision>());
collisionSignature.set(gCoordinator.getComponentType<CKinematic>());
collisionSignature.set(gCoordinator.getComponentType<RigidBody>());
gCoordinator.setSystemSignature<CollisionSystem>(collisionSignature);
Signature jumpSignature;
jumpSignature.set(gCoordinator.getComponentType<Transform>());
jumpSignature.set(gCoordinator.getComponentType<CKinematic>());
jumpSignature.set(gCoordinator.getComponentType<Jump>());
gCoordinator.setSystemSignature<JumpSystem>(jumpSignature);
Signature respawnSignature;
respawnSignature.set(gCoordinator.getComponentType<Respawnable>());
respawnSignature.set(gCoordinator.getComponentType<Transform>());
respawnSignature.set(gCoordinator.getComponentType<Collision>());
gCoordinator.setSystemSignature<DeathSystem>(respawnSignature);
Signature dashSignature;
dashSignature.set(gCoordinator.getComponentType<Dash>());
dashSignature.set(gCoordinator.getComponentType<CKinematic>());
gCoordinator.setSystemSignature<DashSystem>(dashSignature);
zmq::socket_t reply_socket(context, ZMQ_DEALER);
std::string id = identity + "R";
reply_socket.set(zmq::sockopt::routing_id, id);
reply_socket.connect("tcp://localhost:5570");
std::thread t1([receiverSystem, &reply_socket, &strategy]() {
while (GameManager::getInstance()->gameRunning) {
receiverSystem->update(reply_socket, strategy.get());
}
});
Entity mainCamera = gCoordinator.createEntity();
gCoordinator.addComponent(mainCamera, Camera{0, 0, 1.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT});
auto mainChar = gCoordinator.createEntity();
gCoordinator.addComponent(mainChar, Transform{0.f, SCREEN_HEIGHT - 200.f, 32, 32, 0});
gCoordinator.addComponent(mainChar, Color{shade_color::generateRandomSolidColor()});
gCoordinator.addComponent(mainChar, CKinematic{});
gCoordinator.addComponent(mainChar, KeyboardMovement{150.f});
gCoordinator.addComponent(mainChar, ClientEntity{0, false});
gCoordinator.addComponent(mainChar, Destroy{});
gCoordinator.addComponent(mainChar, Jump{50.f, 1.f, false, 0.0f, true, 120.f});
gCoordinator.addComponent(mainChar, Gravity{0, 100});
gCoordinator.addComponent(mainChar, Respawnable{
{0, SCREEN_HEIGHT - 200.f, 32, 32, 0, 1}, false
});
gCoordinator.addComponent(mainChar, RigidBody{1.f});
gCoordinator.addComponent(mainChar, Collision{true, false, CollisionLayer::PLAYER});
gCoordinator.addComponent(mainChar, Dash{});
gCoordinator.addComponent(mainChar, Stomp{});
std::cout << "MainChar: " << gCoordinator.getEntityKey(mainChar) << std::endl;
mainCharID = gCoordinator.getEntityKey(mainChar);
Event entityCreatedEvent{eventTypeToString(MainCharCreated), {}};
entityCreatedEvent.data = MainCharCreatedData{mainChar, strategy->get_message(mainChar, Message::CREATE)};
eventCoordinator.emitServer(client_socket, std::make_shared<Event>(entityCreatedEvent));
gCoordinator.getComponent<ClientEntity>(mainChar).synced = true;
auto clientEntity = gCoordinator.createEntity();
gCoordinator.addComponent(clientEntity, Receiver{});
auto last_time = gameTimeline.getElapsedTime();
// Start the message sending thread
std::thread t2([&client_socket, &clientSystem, &strategy] {
while (GameManager::getInstance()->gameRunning) {
clientSystem->update(client_socket, strategy.get());
}
});
while (GameManager::getInstance()->gameRunning) {
doInput();
prepareScene();
auto current_time = gameTimeline.getElapsedTime();
auto dt = (current_time - last_time) / 1000.f; // Ensure this is in seconds
last_time = current_time;
dt = std::max(dt, engine_constants::FRAME_RATE); // Cap the maximum dt to 60fps
kinematicSystem->update(dt);
jumpSystem->update(dt);
gravitySystem->update(dt);
keyboardMovementSystem->update();
collisionSystem->update();
deathSystem->update();
destroySystem->update();
cameraSystem->update(mainChar);
renderSystem->update(mainCamera);
eventSystem->update();
dashSystem->update(dt);
replayHandler->update();
auto elapsed_time = gameTimeline.getElapsedTime();
auto time_to_sleep = (1.0f / 60.0f) - (elapsed_time - current_time); // Ensure float division
if (time_to_sleep > 0) {
std::this_thread::sleep_for(std::chrono::milliseconds(static_cast<int>(time_to_sleep * 1000)));
}
presentScene();
}
/**
* This is the cleanup code. The order is very important here since otherwise the program will crash.
*/
send_delete_signal(client_socket, mainChar, strategy.get());
t1.join();
t2.join();
cleanupSDL();
std::cout << "Closing " << ENGINE_NAME << " Engine" << std::endl;
return 0;
}