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#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "server.h"
#include "queue.h"
#include "shared.h"
#include "net_compat.h"

ClientConnection connections[MAX_PLAYERS];
PacketQueue incomingQueue;
PacketQueue outgoingQueue;
Mesh terrainMesh;
Matrix terrainTransform;
ServerPlayer players[MAX_PLAYERS];
ServerNPC    npcs[MAX_NPCS];
int playerCount = 0;
int npcCount = 0;

int main() {
  /* set_nonblocking(fd); */
  QueueInit(&incomingQueue);
  QueueInit(&outgoingQueue);

InitWindow(1, 1, "server");  // tiny hidden window
SetWindowState(FLAG_WINDOW_HIDDEN);


  Model terrain = LoadModel("assets/terrain.glb");

if (terrain.meshCount == 0) {
    TraceLog(LOG_ERROR, "Terrain failed to load!");
}

// Bake scale into vertices so rendering and collision match
  float scaleXZ = 10.0f;
  float scaleY  = 10.0f;
  for (int i = 0; i < terrain.meshes[0].vertexCount; i++) {
    terrain.meshes[0].vertices[i * 3 + 0] *= scaleXZ;
    terrain.meshes[0].vertices[i * 3 + 1] *= scaleY;
    terrain.meshes[0].vertices[i * 3 + 2] *= scaleXZ;
  }
  UpdateMeshBuffer(terrain.meshes[0], 0, terrain.meshes[0].vertices,
    terrain.meshes[0].vertexCount * 3 * sizeof(float), 0);

  terrain.transform = MatrixIdentity();
  terrainMesh = terrain.meshes[0];
  terrainTransform = terrain.transform;

  CloseWindow();

  NetworkInit();

  // start threads
  pthread_t recvThread, sendThread, gameThread;
  pthread_create(&recvThread, NULL, RecvThread, NULL);
  pthread_create(&sendThread, NULL, SendThread, NULL);
  pthread_create(&gameThread, NULL, GameThread, NULL);

  // wait forever
  pthread_join(gameThread, NULL);

  NetworkShutdown();
  return 0;
}