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#pragma once
#include "raylib.h"
#include <stdbool.h>
#include "shared.h"
#include "queue.h"
#include "net_compat.h"
#define TIMEOUT 10.0
#define VISIBILITY_RANGE 20000.0f
static int networkFd = -1;
static struct sockaddr_in server;
// server owns full NPC state including AI
typedef struct {
int index;
float dist;
} NPCDist;
typedef struct {
int id;
Vec3 position;
Vec3 spawnPosition;
Vec3 target;
float rotation;
float scale;
float moveTimer;
float waitTimer;
bool isMoving;
bool active;
int health;
int state;
int model;
} ServerNPC;
// server tracks each connected player
typedef struct {
int id;
bool connected;
char name[32];
Vec3 position;
Vec3 velocity;
float yaw;
bool onGround;
float speed;
int sprint;
double lastHeartbeat;
int characterClass; // 0=warrior, 1=mage etc
} ServerPlayer;
typedef struct {
int playerId;
struct sockaddr_in address; // their IP and port
bool connected;
double lastHeartbeat; // detect disconnects
} ClientConnection;
extern ClientConnection connections[MAX_PLAYERS];
extern PacketQueue incomingQueue;
extern PacketQueue outgoingQueue;
extern Mesh terrainMesh;
extern Matrix terrainTransform;
extern ServerPlayer players[MAX_PLAYERS];
extern ServerNPC npcs[MAX_NPCS];
extern int playerCount;
extern int npcCount;
void NetworkInit();
void NetworkShutdown();
void *RecvThread(void *arg);
void *SendThread(void *arg);
void *GameThread(void *arg);
void ProcessIncoming();
void HandleClientInput(ClientPacket *packet);
ServerSnapshot BuildSnapshotForPlayer(int playerId);
void CheckHeartbeats();
void UpdateServerPlayer(ServerPlayer *p, int inputs, float yaw, float dt,
Mesh terrainMesh, Matrix terrainTransform);
float GetTerrainHeight(float x, float z);
void UpdateServerNPC(ServerNPC *npc, float dt);
int FindPlayerByAddress(struct sockaddr_in *addr);
void HandleNewConnection(struct sockaddr_in *addr, uint8_t *buffer, int size);
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