you can pick a ship
This commit is contained in:
+49
-109
@@ -31,7 +31,7 @@
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#define GOAL_GAME_LOOP_US 1000000/GOAL_GAME_LOOPS_PER_S
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#define CLIENT_TIMEOUT_FRAMES GOAL_GAME_LOOPS_PER_S*3
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#define CHUNK_SIZE 64
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#define ACCOUNT_CHUNK_SIZE 64
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#define ACCOUNT_LEN (16)
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#define PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN 64
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///// TypeDefs
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@@ -69,19 +69,12 @@ typedef struct Entity {
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} Entity;
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typedef struct Account {
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u64 id;
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u32 id; // the index in the array
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String name;
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String pw;
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u64 eid;
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PlayerShip ship;
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} Account;
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typedef struct AccountChunk {
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u64 length; // the currently used # of accounts in this chunk
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u64 capacity; // the "chunk size" / space in this chunk
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struct AccountChunk* next; // the next chunk
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Account* items; // the actual accounts
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} AccountChunk;
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typedef struct EntityList {
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u64 length; // the currently used length
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u64 capacity;
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@@ -105,7 +98,6 @@ typedef struct ChunkedEntityList {
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typedef struct Client {
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u16 lan_port;
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i32 lan_ip;
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u64 character_eid;
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u64 account_id;
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SocketAddress address;
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CommandType commands[CLIENT_COMMAND_LIST_LEN];
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@@ -123,7 +115,7 @@ typedef struct State {
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Mutex mutex;
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ClientList clients;
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u64 next_eid;
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AccountChunk accounts;
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Account accounts[ACCOUNT_LEN];
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u64 frame;
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Arena game_scratch;
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StringArena string_arena;
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@@ -220,71 +212,15 @@ fn u64 entityFeaturesFromType(EntityType type) {
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return result;
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}
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fn Account* findAccountById(u64 id) {
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AccountChunk* current = &state.accounts;
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while (current != NULL) {
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for (u32 i = 0; i < current->length; i++) {
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if (current->items[i].id == id) {
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return ¤t->items[i];
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}
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}
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current = current->next;
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}
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return NULL;
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}
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fn Account* findAccountByEId(u64 id) {
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AccountChunk* current = &state.accounts;
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while (current != NULL) {
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for (u32 i = 0; i < current->length; i++) {
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if (current->items[i].eid == id) {
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return ¤t->items[i];
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}
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}
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current = current->next;
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}
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return NULL;
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}
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fn Account* findAccountByName(String name) {
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AccountChunk* current = &state.accounts;
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while (current != NULL) {
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for (u32 i = 0; i < current->length; i++) {
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if (stringsEq(¤t->items[i].name, &name)) {
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return ¤t->items[i];
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}
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for (u32 i = 0; i < ACCOUNT_LEN; i++) {
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if (stringsEq(&state.accounts[i].name, &name)) {
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return &state.accounts[i];
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}
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current = current->next;
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}
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return NULL;
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}
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fn Account* newAccount(Arena* a, Account details) {
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u64 id = 0;
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AccountChunk* current = &state.accounts;
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while (current != NULL) {
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id += current->length;
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if (current->length < current->capacity) {
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Account* result = ¤t->items[current->length];
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*result = details;
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result->id = id;
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current->length += 1;
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printf("new account created id=%lld\n", id);
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return result;
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}
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if (current->next == NULL) {
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// alloc next chunk of accounts
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AccountChunk* next = arenaAlloc(a, sizeof(AccountChunk));
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next->capacity = ACCOUNT_CHUNK_SIZE;
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next->items = arenaAllocArray(a, Account, next->capacity);
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current->next = next;
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}
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current = current->next;
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}
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assert(false); // never should be reached
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return NULL;
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}
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fn u64 pushEntity(EntityChunk* chunk, Entity e) {
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assert(chunk->length < chunk->capacity);
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chunk->items[chunk->length] = e;
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@@ -384,7 +320,7 @@ fn u32 pushClient(ClientList* clients, SocketAddress addr) {
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// first, try to overwrite an old dc'ed client
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for (u32 i = 1; i < clients->length; i++) {
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if (clients->items[i].character_eid == 0) {
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if (clients->items[i].last_ping == 0) {
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clients->items[i] = new_client;
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return i;
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}
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@@ -398,12 +334,12 @@ fn u32 pushClient(ClientList* clients, SocketAddress addr) {
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return result;
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}
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fn bool deleteClientByEId(ClientList* clients, u64 id) {
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fn bool deleteClientByAccountId(ClientList* clients, u64 id) {
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bool succeeded = false;
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Client blank_client = {0};
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// i=1 because first client is null-client
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for (u32 i = 1; i < clients->length && !succeeded; i++) {
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if (clients->items[i].character_eid == id) {
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if (clients->items[i].account_id == id) {
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clients->items[i] = blank_client;
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succeeded = true;
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}
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@@ -411,10 +347,10 @@ fn bool deleteClientByEId(ClientList* clients, u64 id) {
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return succeeded;
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}
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fn u32 findClientHandleByEId(ClientList* clients, u64 id) {
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fn u32 findClientHandleByAccountId(ClientList* clients, u64 id) {
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for (u32 i = 0; i < clients->length; i++) {
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Client c = clients->items[i];
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if (c.character_eid == id) {
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if (c.account_id == id) {
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return i;
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}
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}
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@@ -533,9 +469,9 @@ fn void* sendNetworkUpdates(void* sock) {
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memset(&state.clients.items[i], 0, sizeof(Client));
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continue;
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}
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if (client.character_eid == 0) {
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continue; // they are still creating their character
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}
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//if (client.character_eid == 0) {
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// continue; // they are still creating their character
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//}
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}
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} unlockMutex(&state.client_mutex);
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@@ -631,20 +567,20 @@ fn void* gameLoop(void* params) {
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break;
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}
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} else {
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Account new_account = {
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.eid = 0,
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.name = name,
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.pw = pw,
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};
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existing_account = newAccount(&permanent_arena, new_account);
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for (u32 i = 0; i < ACCOUNT_LEN; i++) {
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if (state.accounts[i].id == 0 && state.accounts[i].name.length == 0) {
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existing_account = &state.accounts[i];
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existing_account->id = i;
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}
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}
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existing_account->name = name;
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existing_account->pw = pw;
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}
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client->account_id = existing_account->id;
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if (existing_account->eid != 0) {
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client->character_eid = existing_account->eid;
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// tell the client their character id
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if (existing_account->ship.id != 0) {
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// tell the client their account id
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outgoing_message.bytes[0] = (u8)MessageCharacterId;
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writeU64ToBufferLE(outgoing_message.bytes + 1, existing_account->eid);
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writeU64ToBufferLE(outgoing_message.bytes + 1, existing_account->id);
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outgoing_message.bytes_len = 9;
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outgoing_message.address = sender;
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outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
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@@ -657,30 +593,36 @@ fn void* gameLoop(void* params) {
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outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
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printf("MessageNewAccountCreated sent\n");
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}
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printf("eid=%lld, client_handle=%d, acct_id=%lld\n", existing_account->eid, client_handle, existing_account->id);
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printf("client_handle=%d, acct_id=%d\n", client_handle, existing_account->id);
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} break;
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case CommandCreateCharacter: {
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if (client->character_eid == 0) {
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// Create new character
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XYZ room_xyz = {0, 0, 0 };
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Entity character = {
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.type = EntityCharacter,
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.id = state.next_eid++,
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.changed = true,
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.features = entityFeaturesFromType(EntityCharacter),
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.color = msg.byte,
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Account account = state.accounts[client->account_id];
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if (account.ship.id == 0) {
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ShipTemplate template = SHIPS[msg.byte];
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PlayerShip player_ship = {
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.type = msg.byte,
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.drive_efficiency = template.drive_efficiency,
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.life_support_efficiency = template.life_support_efficiency,
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.vacuum_cargo_slots = template.vacuum_cargo_slots,
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.climate_cargo_slots = template.climate_cargo_slots,
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.passenger_berths = template.passenger_berths,
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.passenger_amenities_flags = template.passenger_amenities_flags,
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.smugglers_hold_cu_m = template.smugglers_hold_cu_m,
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.base_cost = template.base_cost,
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.remaining_mortgage = template.base_cost - STARTING_DOWN_PAYMENT,
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.interest_rate = calcInterestRate(template.base_cost, STARTING_DOWN_PAYMENT),
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//.cu_m_fuel; // we are just saying you can buy as much fuel as you want
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//.cu_m_o2; // we are just saying you can buy as much o2 as you want
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.id = ++state.next_eid, // start from 1
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};
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dbg("made new character id=%ld\n", character.id);
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client->character_eid = character.id;
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Account* account = findAccountById(client->account_id);
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account->eid = character.id;
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printf("character_eid=%lld, client_handle=%d, acct_id=%lld\n", account->eid, client_handle, account->id);
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account.ship = player_ship;
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printf("ship_type=%s, client_handle=%d, acct_id=%d\n", SHIP_TYPE_STRINGS[msg.byte], client_handle, account.id);
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// tell the client their character id
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// tell the client their account id
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outgoing_message.address = sender;
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outgoing_message.bytes_len = 9;
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outgoing_message.bytes[0] = (u8)MessageCharacterId;
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writeU64ToBufferLE(outgoing_message.bytes + 1, character.id);
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writeU64ToBufferLE(outgoing_message.bytes + 1, account.id);
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outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
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printf("MessageCharacterId sent\n");
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} else {
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@@ -753,8 +695,6 @@ i32 main(i32 argc, ptr argv[]) {
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state.clients.capacity = SERVER_MAX_CLIENTS;
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state.clients.length = 1; // making entry 0 to be a "null" client
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state.clients.items = (Client*)arenaAllocArray(&permanent_arena, Client, SERVER_MAX_CLIENTS);
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state.accounts.capacity = ACCOUNT_CHUNK_SIZE;
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state.accounts.items = arenaAllocArray(&permanent_arena, Account, ACCOUNT_CHUNK_SIZE);
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// 2. spin off sendNetworkUpdates() infinite loop thread
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UDPServer listener = createUDPServer(SERVER_PORT);
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