1073 lines
42 KiB
C
1073 lines
42 KiB
C
/*
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* Code conventions:
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* MyStructType
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* myFunction()
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* MyMacro()
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* my_variable
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* MY_CONSTANT
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* */
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/random.h>
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#include "shared.h"
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#include "base/impl.c"
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#define NET_OUTGOING_MESSAGE_QUEUE_LEN 64
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#include "lib/network.c"
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#include "render.c"
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#include "string_chunk.c"
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///// CONSTANTS
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#define LEFT_ROOM_ENTITES_LEN (KB(1))
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#define ROOM_MAP_COLLISIONS_LEN MAX_ROOMS/8
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#define CLIENT_COMMAND_LIST_LEN 8
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#define SERVER_PORT 7777
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#define SERVER_MAX_HEAP_MEMORY MB(256)
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#define SERVER_MAX_CLIENTS 16
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#define GAME_THREAD_CONCURRENCY 2
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#define GOAL_NETWORK_SEND_LOOPS_PER_S 8
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#define GOAL_NETWORK_SEND_LOOP_US 1000000/GOAL_NETWORK_SEND_LOOPS_PER_S
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#define GOAL_GAME_LOOPS_PER_S 24
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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_LEN (16)
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#define PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN 64
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///// TypeDefs
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typedef struct ParsedClientCommand {
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CommandType type;
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u8 byte;
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u16 sender_port;
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u16 alt_port;
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u32 sender_ip;
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u32 alt_ip;
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u32 qty;
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CommodityType commodity;
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StringChunkList name;
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StringChunkList pass;
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u64 id;
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} ParsedClientCommand;
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typedef struct ParsedClientCommandThreadQueue {
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ParsedClientCommand items[PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN];
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u32 head;
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u32 tail;
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u32 count;
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Mutex mutex;
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Cond not_empty;
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Cond not_full;
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} ParsedClientCommandThreadQueue;
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typedef struct Account {
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u8 destination_sys_idx;
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bool changed;
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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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PlayerShip ship;
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} Account;
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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 account_id;
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SocketAddress address;
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CommandType commands[CLIENT_COMMAND_LIST_LEN];
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u64 last_ping;
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} Client;
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typedef struct ClientList {
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u64 length;
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u64 capacity;
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Client* items;
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} ClientList;
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typedef struct State {
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bool all_accounts_ready;
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u8 winner_id;
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bool someone_won;
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Mutex client_mutex;
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Mutex mutex;
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ClientList clients;
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u64 next_eid;
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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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ParsedClientCommandThreadQueue* network_recv_queue;
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OutgoingMessageQueue* network_send_queue;
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StarSystem map[STAR_SYSTEM_COUNT];
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} State;
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///// Global Variables
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global State state = { 0 };
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global Arena permanent_arena = { 0 };
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global bool debug_mode = false;
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///// functionImplementations()
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fn ParsedClientCommandThreadQueue* newPCCThreadQueue(Arena* a) {
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ParsedClientCommandThreadQueue* result = arenaAlloc(a, sizeof(ParsedClientCommandThreadQueue));
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MemoryZero(result, (sizeof *result));
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result->mutex = newMutex();
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result->not_full = newCond();
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result->not_empty = newCond();
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return result;
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}
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fn void pccThreadSafeQueuePush(ParsedClientCommandThreadQueue* queue, ParsedClientCommand* msg) {
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lockMutex(&queue->mutex); {
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while (queue->count == PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN) {
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waitForCondSignal(&queue->not_full, &queue->mutex);
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}
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MemoryCopy(&queue->items[queue->tail], msg, (sizeof *msg));
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queue->tail = (queue->tail + 1) % PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN;
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queue->count++;
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signalCond(&queue->not_empty);
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} unlockMutex(&queue->mutex);
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}
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fn ParsedClientCommand* pccThreadSafeNonblockingQueuePop(ParsedClientCommandThreadQueue* q, ParsedClientCommand* copy_target) {
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// immediately returns NULL if there's nothing in the ThreadQueue
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// copies the ParsedClientCommand into `copy_target` if there is something in the queue
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// and marks it as popped from the queue
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ParsedClientCommand* result = NULL;
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lockMutex(&q->mutex); {
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if (q->count > 0) {
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result = &q->items[q->head];
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MemoryCopy(copy_target, result, (sizeof *copy_target));
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q->head = (q->head + 1) % PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN;
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q->count--;
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signalCond(&q->not_full);
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}
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} unlockMutex(&q->mutex);
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return result;
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}
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fn Account* findAccountByName(String name) {
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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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}
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return NULL;
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}
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fn void exitWithErrorMessage(ptr msg) {
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printf("error: %s", msg);
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exit(1);
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}
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fn u32 pushClient(ClientList* clients, SocketAddress addr) {
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Client new_client = {0};
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new_client.last_ping = state.frame;
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new_client.address = 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].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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}
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// if there are none, then add the client to the end of the list
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assert(clients->capacity > clients->length);//TODO grow the list if we need to
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clients->items[clients->length] = new_client;
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u32 result = clients->length;
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clients->length += 1;
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return result;
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}
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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].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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}
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return succeeded;
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}
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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.account_id == id) {
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return i;
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}
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}
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return 0;
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}
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fn u32 findClientHandleBySocketAddress(ClientList* clients, SocketAddress address) {
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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 (socketAddressEqual(address, c.address)) {
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return i;
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}
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}
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return 0;
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}
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fn StarSystem* findAccountsSystem(Account* a) {
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for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
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if (i == a->ship.system_idx) {
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return &state.map[i];
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}
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}
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return &state.map[0];
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}
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fn u32 starSystemPlanetCount(StarSystem* sys) {
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u32 planet_count = 0;
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for (u32 i = 0; i < MAX_PLANETS; i++) {
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if (sys->planets[i].type != PlanetTypeNull) {
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planet_count++;
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}
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}
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return planet_count;
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}
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fn UDPMessage makeMessageSystemCommodities(StarSystem* sys) {
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UDPMessage outgoing_message = {0};
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u32 planet_count = starSystemPlanetCount(sys);
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u32 msg_i = 0;
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outgoing_message.bytes[msg_i++] = (u8)MessageSystemCommodities;
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outgoing_message.bytes[msg_i++] = (u8)sys->idx;
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outgoing_message.bytes[msg_i++] = (u8)planet_count;
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for (u32 i = 0; i < planet_count; i++) {
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for (u32 ii = 0; ii < Commodity_Count; ii++) {
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outgoing_message.bytes[msg_i++] = sys->planets[i].commodities[ii];
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}
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}
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outgoing_message.bytes_len = msg_i;
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return outgoing_message;
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}
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fn void sendMessageTransactionResult(SocketAddress addr, u32 qty, bool buying, u32 credits) {
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UDPMessage outgoing_message = {.address = addr};
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u32 msg_i = 0;
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outgoing_message.bytes[msg_i++] = (u8)MessageTransactionResult;
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outgoing_message.bytes[msg_i++] = buying;
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, qty);
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, credits);
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outgoing_message.bytes_len = msg_i;
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outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
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printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
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}
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fn UDPMessage makeMessagePlayerDetails(PlayerShip ship) {
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UDPMessage outgoing_message = {0};
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u32 msg_i = 0;
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outgoing_message.bytes[msg_i++] = (u8)MessagePlayerDetails;
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outgoing_message.bytes[msg_i++] = ship.type;
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outgoing_message.bytes[msg_i++] = ship.system_idx;
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outgoing_message.bytes[msg_i++] = ship.ready_to_depart;
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outgoing_message.bytes[msg_i++] = ship.drive_efficiency;
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outgoing_message.bytes[msg_i++] = ship.life_support_efficiency;
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msg_i += writeU16ToBufferLE(outgoing_message.bytes + msg_i, ship.vacuum_cargo_slots);
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msg_i += writeU16ToBufferLE(outgoing_message.bytes + msg_i, ship.climate_cargo_slots);
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msg_i += writeU16ToBufferLE(outgoing_message.bytes + msg_i, ship.passenger_berths);
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msg_i += writeU16ToBufferLE(outgoing_message.bytes + msg_i, ship.passenger_amenities_flags);
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msg_i += writeU16ToBufferLE(outgoing_message.bytes + msg_i, ship.smugglers_hold_cu_m);
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, ship.remaining_mortgage);
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msg_i += writeF32ToBufferLE(outgoing_message.bytes + msg_i, ship.interest_rate);
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, ship.cu_m_fuel);
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, ship.cu_m_o2);
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, ship.credits);
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msg_i += writeU64ToBufferLE(outgoing_message.bytes + msg_i, ship.id);
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for (u32 i = 0; i < Commodity_Count; i++) {
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msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, ship.commodities[i]);
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}
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outgoing_message.bytes_len = msg_i;
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return outgoing_message;
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}
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fn void sendMessagePayoffResult(SocketAddress addr) {
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UDPMessage outgoing_message = {0};
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outgoing_message.address = addr;
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u32 msg_i = 0;
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outgoing_message.bytes[msg_i++] = (u8)MessagePayoffResult;
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outgoing_message.bytes_len = msg_i;
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outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
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printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
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}
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fn void sendMessagePlayerDetails(PlayerShip ship, SocketAddress addr) {
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UDPMessage outgoing_message = makeMessagePlayerDetails(ship);
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outgoing_message.address = addr;
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outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
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printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
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}
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fn void handleIncomingMessage(u8* message, u32 len, SocketAddress sender, i32 socket) {
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dbg("%d: %s from %s:%d\n", len, command_type_strings[message[0]], inet_ntoa(sender.sin_addr), sender.sin_port);
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u32 msg_idx = 0;
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ParsedClientCommand parsed = {
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.type = (CommandType)message[msg_idx++],
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.sender_ip = sender.sin_addr.s_addr,
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.sender_port = sender.sin_port,
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};
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u8 temp_bytes[UDP_MAX_MESSAGE_LEN] = {0};
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String temp_str = {
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.bytes = (char*)temp_bytes,
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.length = 0,
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.capacity = 0,
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};
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switch (parsed.type) {
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case CommandLogin: {
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// parse the login command
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parsed.alt_port = ~readU16FromBufferLE(message + msg_idx);
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msg_idx += 2;
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parsed.alt_ip = ~readI32FromBufferLE(message + msg_idx);
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msg_idx += 4;
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// parse the name
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u8 name_len = message[msg_idx++];
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MemoryZero(temp_bytes, UDP_MAX_MESSAGE_LEN);
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temp_str.length = name_len;
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temp_str.capacity = temp_str.length+1;
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for (u32 j = 0; j < temp_str.length; j++) {
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temp_str.bytes[j] = message[msg_idx+j];
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}
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parsed.name = allocStringChunkList(&state.string_arena, temp_str);
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msg_idx += temp_str.length;
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// parse the password
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u32 pw_len = 0;
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while (message[msg_idx+pw_len]) {
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pw_len += 1;
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}
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MemoryZero(temp_bytes, UDP_MAX_MESSAGE_LEN);
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temp_str.length = pw_len;
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temp_str.capacity = temp_str.length+1;
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for (u32 j = 0; j < temp_str.length; j++) {
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temp_str.bytes[j] = message[msg_idx+j];
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}
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parsed.pass = allocStringChunkList(&state.string_arena, temp_str);
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msg_idx += temp_str.length;
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printf("Logging in player: %s %d %s\n", MESSAGE_STRINGS[parsed.type], name_len, message + 7);
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} break;
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case CommandKeepAlive: break;
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case CommandPayMortgage: {
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parsed.id = readU64FromBufferLE(message + msg_idx);
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printf("paying off %lld\n", parsed.id);
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} break;
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case CommandSetDestination: {
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parsed.byte = message[1]; // index of system in array
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} break;
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case CommandReadyStatus: {
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parsed.byte = message[1]; // boolean ready_to_depart
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} break;
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case CommandTransact: {
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printf("command transact received\n");
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parsed.byte = message[1]; // buy?
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parsed.qty = readU32FromBufferLE(message + 2);
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parsed.commodity = message[6];
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} break;
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case CommandCreateCharacter: {
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printf("command create character received\n");
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parsed.byte = message[1];
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} break;
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case CommandInvalid:
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case CommandType_Count: {
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dbg("invalid command type");
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} break;
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}
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pccThreadSafeQueuePush(state.network_recv_queue, &parsed);
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fflush(stdout);
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}
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fn void* receiveNetworkUpdates(void* udp) {
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UDPServer server = *(UDPServer*)udp;
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dbg("receiveNetworkUpdates() sock=%d\n", server.server_socket);
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infiniteReadUDPServer(&server, handleIncomingMessage);
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return NULL;
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}
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fn void* sendNetworkUpdates(void* sock) {
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ThreadContext tctx = {0};
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tctxInit(&tctx);
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i32* socket_ptr = (i32*)sock;
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i32 socket = *socket_ptr;
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while (true) {
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u64 loop_start = osTimeMicrosecondsNow();
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// 1. clear out our "outgoingMessage" queue
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{
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UDPMessage to_send = { 0 };
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UDPMessage* next_to_send = outgoingMessageNonblockingQueuePop(state.network_send_queue, &to_send);
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u8List bytes_list = { 0 };
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while (next_to_send != NULL) {
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bytes_list.items = to_send.bytes;
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bytes_list.length = to_send.bytes_len;
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bytes_list.capacity = to_send.bytes_len;
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sendUDPu8List(socket, &to_send.address, &bytes_list);
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next_to_send = outgoingMessageNonblockingQueuePop(state.network_send_queue, &to_send);
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}
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}
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lockMutex(&state.client_mutex); {
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// WARNING the `i` starts at 1 here because state.clients.items[0] is a "null" Client
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for (u32 i = 1; i < state.clients.length; i++) {
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Client client = state.clients.items[i];
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if (client.last_ping+CLIENT_TIMEOUT_FRAMES < state.frame) {
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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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// update all the changed systems
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UDPMessage msg_data;
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for (u32 ii = 0; ii < STAR_SYSTEM_COUNT; ii++) {
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if (state.map[ii].changed == true) {
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msg_data = makeMessageSystemCommodities(&state.map[ii]);
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u8List msg = {
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.capacity = UDP_MAX_MESSAGE_LEN,
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.items = msg_data.bytes,
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.length = msg_data.bytes_len,
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};
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sendUDPu8List(socket, &client.address, &msg);
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}
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}
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// update all the changed accounts
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for (u32 ii = 0; ii < ACCOUNT_LEN; ii++) {
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if (state.accounts[ii].changed == true) {
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msg_data = makeMessagePlayerDetails(state.accounts[ii].ship);
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u8List msg = {
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.capacity = UDP_MAX_MESSAGE_LEN,
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.items = msg_data.bytes,
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.length = msg_data.bytes_len,
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};
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sendUDPu8List(socket, &client.address, &msg);
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}
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}
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}
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} unlockMutex(&state.client_mutex);
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lockMutex(&state.mutex); {
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for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
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state.map[i].changed = false;
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}
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for (u32 i = 0; i < ACCOUNT_LEN; i++) {
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state.accounts[i].changed = false;
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}
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} unlockMutex(&state.mutex);
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|
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u32 loop_duration = osTimeMicrosecondsNow() - loop_start;
|
|
i32 remaining_time = GOAL_NETWORK_SEND_LOOP_US - loop_duration;
|
|
if (remaining_time > 0) {
|
|
osSleepMicroseconds(remaining_time);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
fn bool accountIsEmpty(Account* a) {
|
|
return a->id == 0 && a->name.length == 0;
|
|
}
|
|
|
|
fn bool shipIsNull(PlayerShip* ship) {
|
|
return ship->id == 0 && ship->base_cost == 0;
|
|
}
|
|
|
|
fn void* gameLoop(void* params) {
|
|
LaneCtx* lane_ctx = (LaneCtx*)params;
|
|
ThreadContext tctx = {
|
|
.lane_ctx = *lane_ctx,
|
|
};
|
|
tctxInit(&tctx);
|
|
printf("Lane %lld (%lld) of %lld starting.\n", lane_ctx->lane_idx, LaneIdx(), lane_ctx->lane_count);
|
|
fflush(stdout);
|
|
UDPMessage outgoing_message = {0};
|
|
u64 loop_start;
|
|
u64 last_burn = 0;
|
|
u64 last_hp_regen = 0;
|
|
Arena scratch_arena = {0};
|
|
arenaInit(&scratch_arena);
|
|
while (true) {
|
|
loop_start = osTimeMicrosecondsNow();
|
|
|
|
if (LaneIdx() == 0) { // narrow
|
|
state.frame += 1;
|
|
|
|
if (state.all_accounts_ready) {
|
|
state.all_accounts_ready = false;
|
|
}
|
|
|
|
// 1. process client messages
|
|
lockMutex(&state.client_mutex); lockMutex(&state.mutex); {
|
|
|
|
u32 msg_iters = 0;
|
|
SocketAddress sender = {0};
|
|
ParsedClientCommand msg = {0};
|
|
ParsedClientCommand* next_net_msg = pccThreadSafeNonblockingQueuePop(state.network_recv_queue, &msg);
|
|
while (next_net_msg != NULL) {
|
|
msg_iters += 0;
|
|
sender.sin_addr.s_addr = msg.sender_ip;
|
|
sender.sin_port = msg.sender_port;
|
|
// find which client it is
|
|
u32 client_handle = findClientHandleBySocketAddress(&state.clients, sender);
|
|
Client* client = &state.clients.items[client_handle];
|
|
switch (msg.type) {
|
|
case CommandPayMortgage: {
|
|
Account* account = &state.accounts[client->account_id];
|
|
u32 amount_to_pay = msg.id;
|
|
if (amount_to_pay > account->ship.credits) {
|
|
amount_to_pay = account->ship.credits;
|
|
}
|
|
if (amount_to_pay > account->ship.remaining_mortgage) {
|
|
amount_to_pay = account->ship.remaining_mortgage;
|
|
}
|
|
account->ship.credits -= amount_to_pay;
|
|
account->ship.remaining_mortgage -= amount_to_pay;
|
|
account->changed = true;
|
|
sendMessagePayoffResult(sender);
|
|
} break;
|
|
case CommandSetDestination: {
|
|
Account* account = &state.accounts[client->account_id];
|
|
account->destination_sys_idx = msg.byte;
|
|
} break;
|
|
case CommandReadyStatus: {
|
|
Account* account = &state.accounts[client->account_id];
|
|
account->ship.ready_to_depart = msg.byte;
|
|
sendMessagePlayerDetails(account->ship, sender);
|
|
state.all_accounts_ready = true;
|
|
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
|
|
if (!accountIsEmpty(&state.accounts[i])) {
|
|
if (state.accounts[i].ship.ready_to_depart == false) {
|
|
state.all_accounts_ready = false;
|
|
}
|
|
}
|
|
}
|
|
} break;
|
|
case CommandTransact: {
|
|
printf("Transact for client_handle=%d, on #%lld", client_handle, state.frame);
|
|
bool is_buying_from_system = msg.byte;
|
|
Account* account = &state.accounts[client->account_id];
|
|
StarSystem* sys = findAccountsSystem(account);
|
|
u32 total_available = sys->planets[0].commodities[msg.commodity] + sys->planets[1].commodities[msg.commodity] + sys->planets[2].commodities[msg.commodity];
|
|
u32 qty_traded = 0;
|
|
u32 credit_value = 0;
|
|
if (is_buying_from_system) {
|
|
u32 ship_space = account->ship.cu_m_fuel - account->ship.commodities[CommodityHydrogenFuel];
|
|
if (msg.commodity == CommodityOxygen) {
|
|
ship_space = account->ship.cu_m_o2 - account->ship.commodities[CommodityOxygen];
|
|
} else if (COMMODITIES[msg.commodity].unit == StorageUnitContainer) {
|
|
ship_space = account->ship.vacuum_cargo_slots - usedVacuumCargoSlots(account->ship);
|
|
}
|
|
for (u32 amount_to_buy = Min(msg.qty, total_available); amount_to_buy > 0; amount_to_buy--, total_available--, ship_space--) {
|
|
u32 price = priceForCommodity(msg.commodity, total_available, false);
|
|
if (price > account->ship.credits || ship_space == 0) {
|
|
amount_to_buy = 0;
|
|
break;
|
|
}
|
|
credit_value += price;
|
|
account->ship.credits -= price;
|
|
account->ship.commodities[msg.commodity] += 1;
|
|
qty_traded += 1;
|
|
if (sys->planets[0].commodities[msg.commodity]) {
|
|
sys->planets[0].commodities[msg.commodity] -= 1;
|
|
} else if (sys->planets[1].commodities[msg.commodity]) {
|
|
sys->planets[1].commodities[msg.commodity] -= 1;
|
|
} else if (sys->planets[2].commodities[msg.commodity]) {
|
|
sys->planets[2].commodities[msg.commodity] -= 1;
|
|
}
|
|
}
|
|
} else {
|
|
// selling to system logic
|
|
qty_traded = Min(msg.qty, account->ship.commodities[msg.commodity]);
|
|
u32 planet_count = starSystemPlanetCount(sys);
|
|
for (
|
|
u32 amount_to_sell = qty_traded;
|
|
amount_to_sell > 0;
|
|
amount_to_sell--, total_available++
|
|
) {
|
|
u32 price = priceForCommodity(msg.commodity, total_available, true);
|
|
credit_value += price;
|
|
account->ship.credits += price;
|
|
account->ship.commodities[msg.commodity] -= 1;
|
|
u8 planet_idx = rand() % planet_count;
|
|
sys->planets[planet_idx].commodities[msg.commodity] += 1;
|
|
}
|
|
}
|
|
sys->changed = true;
|
|
sendMessagePlayerDetails(account->ship, sender);
|
|
sendMessageTransactionResult(sender, qty_traded, is_buying_from_system, credit_value);
|
|
} break;
|
|
case CommandKeepAlive: {
|
|
dbg("KeepAlive for client_handle=%d, %ld", client_handle, state.frame);
|
|
state.clients.items[client_handle].last_ping = state.frame;
|
|
} break;
|
|
case CommandLogin: {
|
|
if (client_handle == 0) {
|
|
client_handle = pushClient(&state.clients, sender);
|
|
client = &state.clients.items[client_handle];
|
|
printf("pushed new client handle = %d\n", client_handle);
|
|
}
|
|
// update/set the lan_ip/port info for p2p connections
|
|
client->lan_ip = htonl(msg.alt_ip);
|
|
client->lan_port = htons(msg.alt_port);
|
|
|
|
/*
|
|
struct in_addr ipaddr;
|
|
ipaddr.s_addr = htonl(msg.alt_ip);
|
|
printf("client #%d: SENDER=%s:%d\n", client_handle, inet_ntoa(sender.sin_addr), ntohs(sender.sin_port));
|
|
printf(" LAN=%s:%d %d vs %d vs %d\n", inet_ntoa(ipaddr), msg.alt_port, msg.alt_ip, htonl(msg.alt_ip), sender.sin_addr.s_addr);
|
|
*/
|
|
|
|
String name = stringChunkToString(&permanent_arena, msg.name);
|
|
releaseStringChunkList(&state.string_arena, &msg.name);
|
|
|
|
String pw = stringChunkToString(&permanent_arena, msg.pass);
|
|
releaseStringChunkList(&state.string_arena, &msg.pass);
|
|
|
|
Account* existing_account = findAccountByName(name);
|
|
printf("name(%d): %s pw(%d): %s acct?: %d\n", name.length, name.bytes, pw.length, pw.bytes, existing_account != NULL);
|
|
fflush(stdout);
|
|
if (existing_account) {
|
|
printf(" existing account\n");
|
|
bool pw_matches = stringsEq(&pw, &existing_account->pw);
|
|
arenaDealloc(&permanent_arena, pw.capacity);
|
|
arenaDealloc(&permanent_arena, name.capacity);
|
|
if (pw_matches) {
|
|
printf(" pw matched\n");
|
|
} else {
|
|
// tell the client they did a bad pw
|
|
outgoing_message.bytes[0] = (u8)MessageBadPw;
|
|
outgoing_message.bytes_len = 1;
|
|
outgoing_message.address = sender;
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
printf("MessageBadPw sent\n");
|
|
break;
|
|
}
|
|
} else {
|
|
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
|
|
if (accountIsEmpty(&state.accounts[i])) {
|
|
existing_account = &state.accounts[i];
|
|
existing_account->id = i;
|
|
break;
|
|
}
|
|
}
|
|
printf("new account id=%d\n", existing_account->id);
|
|
existing_account->name = name;
|
|
existing_account->pw = pw;
|
|
}
|
|
client->account_id = existing_account->id;
|
|
if (!shipIsNull(&existing_account->ship)) {
|
|
// tell the client their account id
|
|
outgoing_message.bytes[0] = (u8)MessageCharacterId;
|
|
writeU64ToBufferLE(outgoing_message.bytes + 1, existing_account->ship.id);
|
|
outgoing_message.bytes_len = 9;
|
|
outgoing_message.address = sender;
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
printf("MessageCharacterId sent\n");
|
|
} else {
|
|
// tell the client they made a new account
|
|
outgoing_message.bytes[0] = (u8)MessageNewAccountCreated;
|
|
outgoing_message.bytes_len = 1;
|
|
outgoing_message.address = sender;
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
printf("MessageNewAccountCreated sent\n");
|
|
}
|
|
printf("client_handle=%d, acct_id=%d\n", client_handle, existing_account->id);
|
|
} break;
|
|
case CommandCreateCharacter: {
|
|
Account* account = &state.accounts[client->account_id];
|
|
printf("creating character for account id=%d, %s\n", account->id, SHIP_TYPE_STRINGS[msg.byte]);
|
|
if (shipIsNull(&account->ship)) {
|
|
ShipTemplate template = SHIPS[msg.byte];
|
|
PlayerShip player_ship = {
|
|
.type = msg.byte,
|
|
.drive_efficiency = template.drive_efficiency,
|
|
.life_support_efficiency = template.life_support_efficiency,
|
|
.vacuum_cargo_slots = template.vacuum_cargo_slots,
|
|
.climate_cargo_slots = template.climate_cargo_slots,
|
|
.passenger_berths = template.passenger_berths,
|
|
.passenger_amenities_flags = template.passenger_amenities_flags,
|
|
.smugglers_hold_cu_m = template.smugglers_hold_cu_m,
|
|
.base_cost = template.base_cost,
|
|
.remaining_mortgage = template.base_cost - STARTING_DOWN_PAYMENT,
|
|
.interest_rate = calcInterestRate(template.base_cost, STARTING_DOWN_PAYMENT),
|
|
.credits = 10000.0,
|
|
.cu_m_fuel = template.cu_m_fuel,
|
|
.cu_m_o2 = template.cu_m_o2,
|
|
.id = account->id,
|
|
};
|
|
player_ship.commodities[CommodityHydrogenFuel] = player_ship.cu_m_fuel;
|
|
player_ship.commodities[CommodityOxygen] = player_ship.cu_m_o2;
|
|
account->ship = player_ship;
|
|
printf("ship_type=%s, client_handle=%d, acct_id=%d\n", SHIP_TYPE_STRINGS[msg.byte], client_handle, account->id);
|
|
u32 starting_system_idx = rand() % STAR_SYSTEM_COUNT;
|
|
StarSystem starting_system = state.map[starting_system_idx];
|
|
account->ship.system_idx = starting_system_idx;
|
|
|
|
// tell the client their account id
|
|
outgoing_message.address = sender;
|
|
outgoing_message.bytes_len = 9;
|
|
outgoing_message.bytes[0] = (u8)MessageCharacterId;
|
|
writeU64ToBufferLE(outgoing_message.bytes + 1, account->ship.id);
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
printf("MessageCharacterId sent\n");
|
|
|
|
sendMessagePlayerDetails(account->ship, sender);
|
|
|
|
// tell the client about the map
|
|
u32 star_msg_size = 2+MAX_PLANETS;
|
|
outgoing_message.address = sender;
|
|
outgoing_message.bytes_len = 1+(star_msg_size*STAR_SYSTEM_COUNT);
|
|
outgoing_message.bytes[0] = (u8)MessageStarPositions;
|
|
for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
|
|
outgoing_message.bytes[1+(i*star_msg_size)] = (u8)state.map[i].x;
|
|
outgoing_message.bytes[2+(i*star_msg_size)] = (u8)state.map[i].y;
|
|
for (u32 ii = 0; ii < MAX_PLANETS; ii++) {
|
|
outgoing_message.bytes[3+ii+(i*star_msg_size)] = state.map[i].planets[ii].type;
|
|
}
|
|
}
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
|
|
|
|
outgoing_message = makeMessageSystemCommodities(&starting_system);
|
|
outgoing_message.address = sender;
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
|
|
} else {
|
|
printf("client tried to create a character when he already has one.");
|
|
}
|
|
} break;
|
|
case CommandType_Count:
|
|
case CommandInvalid:
|
|
dbg("invalid message from queue");
|
|
break;
|
|
}
|
|
next_net_msg = pccThreadSafeNonblockingQueuePop(state.network_recv_queue, &msg);
|
|
msg_iters++;
|
|
}
|
|
|
|
if (state.all_accounts_ready) {
|
|
for (u32 i = 1; i < SERVER_MAX_CLIENTS; i++) {
|
|
if (state.clients.items[i].last_ping != 0) {
|
|
outgoing_message.address = state.clients.items[i].address;
|
|
outgoing_message.bytes_len = 1;
|
|
outgoing_message.bytes[0] = (u8)MessageTurnTick;
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (state.someone_won) {
|
|
for (u32 i = 1; i < SERVER_MAX_CLIENTS; i++) {
|
|
if (state.clients.items[i].last_ping != 0) {
|
|
outgoing_message.address = state.clients.items[i].address;
|
|
outgoing_message.bytes_len = 2;
|
|
outgoing_message.bytes[0] = (u8)MessageGameOver;
|
|
outgoing_message.bytes[1] = state.winner_id;
|
|
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
|
|
}
|
|
}
|
|
}
|
|
|
|
} unlockMutex(&state.mutex); unlockMutex(&state.client_mutex);
|
|
}
|
|
|
|
if (state.someone_won) {
|
|
return NULL;
|
|
}
|
|
|
|
LaneSync();
|
|
|
|
u32 player_count = 0;
|
|
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
|
|
if (!accountIsEmpty(&state.accounts[i])) {
|
|
player_count += 1;
|
|
}
|
|
}
|
|
|
|
// 2. tick non-user entities
|
|
if (state.all_accounts_ready) {
|
|
// tick all the star systems
|
|
StarSystem* sys = NULL;
|
|
Range1u64 sys_range = LaneRange(STAR_SYSTEM_COUNT);
|
|
for (u32 i = sys_range.min; i < sys_range.max; i++) {
|
|
sys = &state.map[i];
|
|
sys->changed = true;
|
|
for (u32 ii = 0; ii < Commodity_Count; ii++) {
|
|
for (u32 iii = 0; iii < MAX_PLANETS; iii++) {
|
|
if (sys->planets[iii].type != PlanetTypeNull) {
|
|
if (sys->planets[iii].commodities[ii] > COMMODITIES[ii].consumption) {
|
|
sys->planets[iii].commodities[ii] -= COMMODITIES[ii].consumption;
|
|
} else {
|
|
sys->planets[iii].commodities[ii] = 0;
|
|
}
|
|
sys->planets[iii].commodities[ii] += sys->planets[iii].production[ii];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Range1u64 ship_range = LaneRange(player_count);
|
|
for (u32 i = ship_range.min; i < ship_range.max; i++) {
|
|
Account* acct = &state.accounts[i];
|
|
|
|
// move all the players
|
|
StarSystem dest = state.map[acct->destination_sys_idx];
|
|
StarSystem current = state.map[acct->ship.system_idx];
|
|
Pos2 dest_pos = {dest.x, dest.y};
|
|
Pos2 curr_pos = {current.x, current.y};
|
|
u32 projected_fuel_cost = fuelCostForTravel(acct->ship.drive_efficiency, curr_pos, dest_pos);
|
|
bool have_enough_fuel = projected_fuel_cost < acct->ship.commodities[CommodityHydrogenFuel];
|
|
if (have_enough_fuel) {
|
|
// remove the fuel they used on the journey
|
|
acct->ship.commodities[CommodityHydrogenFuel] -= projected_fuel_cost;
|
|
// set the pos to be the system they had as destination
|
|
acct->ship.system_idx = acct->destination_sys_idx;
|
|
}
|
|
acct->ship.ready_to_depart = false;
|
|
acct->changed = true;
|
|
|
|
// increase the mortgage from interest
|
|
if (!shipIsNull(&acct->ship)) {
|
|
if (acct->ship.remaining_mortgage > 0) {
|
|
f64 compounding = ((f64)acct->ship.remaining_mortgage) * (f64)(acct->ship.interest_rate / 100.0);
|
|
acct->ship.remaining_mortgage += (u32)compounding;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// look for a winner
|
|
Range1u64 ship_range = LaneRange(player_count);
|
|
for (u32 i = ship_range.min; i < ship_range.max; i++) {
|
|
Account* acct = &state.accounts[i];
|
|
if (!shipIsNull(&acct->ship)) {
|
|
if (acct->ship.remaining_mortgage == 0) {
|
|
state.winner_id = acct->id;
|
|
state.someone_won = true;
|
|
printf("%s WON!!! %d\n", acct->name.bytes, i);
|
|
acct->changed = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 3. scratch cleanup
|
|
arenaClear(&scratch_arena);
|
|
|
|
// 4. loop timing
|
|
u32 loop_duration = osTimeMicrosecondsNow() - loop_start;
|
|
i32 remaining_time = GOAL_GAME_LOOP_US - loop_duration;
|
|
if (remaining_time > 0) {
|
|
osSleepMicroseconds(remaining_time);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
fn void setHighProductionCommodity(Planet* p, CommodityType t) {
|
|
p->commodities[t] = (COMMODITIES[t].qty / 2) + (rand() % COMMODITIES[t].qty);
|
|
p->production[t] = COMMODITIES[t].consumption + (rand() % COMMODITIES[t].consumption);
|
|
}
|
|
|
|
fn void setLowProductionCommodity(Planet* p, CommodityType t) {
|
|
p->commodities[t] = rand() % (COMMODITIES[t].qty / 2);
|
|
p->production[t] = rand() % (COMMODITIES[t].consumption / 2);
|
|
}
|
|
|
|
// THE SERVER
|
|
i32 main(i32 argc, ptr argv[]) {
|
|
osInit();
|
|
// multi-thread architecture:
|
|
// - the gameLoop() which just inifinite loops every "tick" and processes user input and updates gameworld state
|
|
// - TODO: actually make this N "lanes" as described https://www.rfleury.com/p/multi-core-by-default
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// such that we can split room-work among all the various cores on our machine
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// - one is the sendNetworkUpdates() infinite loop, which sends a UDP snapshot-or-delta update to each connected client N/sec
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// - one is the receiveNetworkUpdates() infinte loop, which waits for new UDP messages from clients
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|
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// 1. initialize gameworld, and spin off infinite game-loop thread
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// 2. spin off sendNetworkUpdates() infinite loop thread
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// 3. infinitely wait for incoming UDP messages and process them (usually by just dropping user-commands into the relevant block of shared memory)
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|
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// 1. initialize gameworld, and spin off infinite game-loop thread
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arenaInit(&permanent_arena);
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arenaInit(&state.game_scratch);
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arenaInit(&state.string_arena.a);
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state.string_arena.mutex = newMutex();
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state.client_mutex = newMutex();
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state.mutex = newMutex();
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state.network_recv_queue = newPCCThreadQueue(&permanent_arena);
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state.network_send_queue = newOutgoingMessageQueue(&permanent_arena);
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// alloc the global hashmap of rooms
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// init + alloc clients
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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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// set position of all star systems
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for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
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state.map[i].idx = i;
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state.map[i].name = STAR_NAMES[i];
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state.map[i].crime = rand() % 100;
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state.map[i].x = rand() % MAP_WIDTH;
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state.map[i].y = rand() % MAP_HEIGHT;
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|
// ensure all the star systems are "spaced out" a bit
|
|
bool conflicting_pos = false;
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|
for (u32 ii = 0; ii < i; ii++) {
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|
bool same_pos = state.map[ii].x == state.map[i].x && state.map[ii].y == state.map[i].y;
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bool north_pos = state.map[ii].x == state.map[i].x && state.map[ii].y == state.map[i].y+1;
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bool south_pos = state.map[ii].x == state.map[i].x && state.map[ii].y+1 == state.map[i].y;
|
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bool west_pos = state.map[ii].x == state.map[i].x+1 && state.map[ii].y == state.map[i].y;
|
|
bool east_pos = state.map[ii].x+1 == state.map[i].x && state.map[ii].y == state.map[i].y;
|
|
if (same_pos || north_pos || south_pos || west_pos || east_pos) {
|
|
conflicting_pos = true;
|
|
}
|
|
}
|
|
if (conflicting_pos) {
|
|
i--; // re-do the position calc
|
|
}
|
|
}
|
|
|
|
// now, build out the commodity info for the systems
|
|
for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
|
|
u32 planet_count = rand() % MAX_PLANETS + 1;
|
|
for (u32 ii = 0; ii < planet_count; ii++) {
|
|
Planet* p = &state.map[i].planets[ii];
|
|
p->type = 1+(PlanetType)(rand() % (PlanetType_Count -1));
|
|
// default commodity + production roll
|
|
for (u32 iii = 0; iii < Commodity_Count; iii++) {
|
|
p->commodities[iii] = (COMMODITIES[iii].qty / 5) + (rand() % COMMODITIES[iii].qty);
|
|
p->production[iii] = 1 + (rand() % COMMODITIES[iii].consumption);
|
|
}
|
|
// now, override for the "specialty" of the planet
|
|
switch (p->type) {
|
|
case PlanetTypeEarth: {
|
|
setHighProductionCommodity(p, CommodityWater);
|
|
setHighProductionCommodity(p, CommodityFertilizer);
|
|
setHighProductionCommodity(p, CommodityGrain);
|
|
setHighProductionCommodity(p, CommodityMeat);
|
|
setHighProductionCommodity(p, CommoditySpices);
|
|
setHighProductionCommodity(p, CommodityAlcohol);
|
|
|
|
setLowProductionCommodity(p, CommodityHydrogenFuel);
|
|
setLowProductionCommodity(p, CommodityLowGradeOre);
|
|
setLowProductionCommodity(p, CommodityHighGradeOre);
|
|
setLowProductionCommodity(p, CommodityCommonMetals);
|
|
setLowProductionCommodity(p, CommodityRareMetals);
|
|
//setLowProductionCommodity(p, CommodityPreciousMetals);
|
|
} break;
|
|
case PlanetTypeGas: {
|
|
// a lot of fuel and chemicals
|
|
setHighProductionCommodity(p, CommodityHydrogenFuel);
|
|
setHighProductionCommodity(p, CommodityOxygen);
|
|
setHighProductionCommodity(p, CommodityWater);
|
|
setHighProductionCommodity(p, CommodityIndustrialChemicals);
|
|
setHighProductionCommodity(p, CommodityPlastics);
|
|
|
|
setLowProductionCommodity(p, CommodityLowGradeOre);
|
|
setLowProductionCommodity(p, CommodityHighGradeOre);
|
|
setLowProductionCommodity(p, CommodityCommonMetals);
|
|
setLowProductionCommodity(p, CommodityRareMetals);
|
|
//setLowProductionCommodity(p, CommodityPreciousMetals);
|
|
setLowProductionCommodity(p, CommodityClothes);
|
|
setLowProductionCommodity(p, CommodityRawTextiles);
|
|
setLowProductionCommodity(p, CommodityGlass);
|
|
setLowProductionCommodity(p, CommodityPersonalSundries);
|
|
setLowProductionCommodity(p, CommodityHandTools);
|
|
setLowProductionCommodity(p, CommodityMeat);
|
|
} break;
|
|
case PlanetTypeMoon: {
|
|
// a lot of manufactured goods
|
|
setHighProductionCommodity(p, CommodityPersonalSundries);
|
|
setHighProductionCommodity(p, CommodityClothes);
|
|
setHighProductionCommodity(p, CommodityAlcohol);
|
|
setHighProductionCommodity(p, CommodityElectronics);
|
|
|
|
setLowProductionCommodity(p, CommodityHighGradeOre);
|
|
setLowProductionCommodity(p, CommodityHydrogenFuel);
|
|
setLowProductionCommodity(p, CommodityOxygen);
|
|
setLowProductionCommodity(p, CommodityWater);
|
|
setLowProductionCommodity(p, CommodityFertilizer);
|
|
} break;
|
|
case PlanetTypeAsteroid: {
|
|
// a lot of raw metals
|
|
setHighProductionCommodity(p, CommodityLowGradeOre);
|
|
setHighProductionCommodity(p, CommodityHighGradeOre);
|
|
setHighProductionCommodity(p, CommodityCommonMetals);
|
|
setHighProductionCommodity(p, CommodityRareMetals);
|
|
//setHighProductionCommodity(p, CommodityPreciousMetals);
|
|
setHighProductionCommodity(p, CommoditySemiConductors);
|
|
|
|
setLowProductionCommodity(p, CommodityHydrogenFuel);
|
|
setLowProductionCommodity(p, CommodityOxygen);
|
|
setLowProductionCommodity(p, CommodityWater);
|
|
setLowProductionCommodity(p, CommodityFertilizer);
|
|
setLowProductionCommodity(p, CommodityPersonalSundries);
|
|
setLowProductionCommodity(p, CommodityClothes);
|
|
setLowProductionCommodity(p, CommodityElectronics);
|
|
setLowProductionCommodity(p, CommodityPlastics);
|
|
setLowProductionCommodity(p, CommodityHandTools);
|
|
} break;
|
|
case PlanetTypeStation: {
|
|
// a lot of ??? drugs?
|
|
setHighProductionCommodity(p, CommodityAlcohol);
|
|
setHighProductionCommodity(p, CommodityPersonalSundries);
|
|
setHighProductionCommodity(p, CommodityClothes);
|
|
setHighProductionCommodity(p, CommodityElectronics);
|
|
setHighProductionCommodity(p, CommodityPlastics);
|
|
setHighProductionCommodity(p, CommodityHandTools);
|
|
|
|
setLowProductionCommodity(p, CommodityHydrogenFuel);
|
|
setLowProductionCommodity(p, CommodityOxygen);
|
|
setLowProductionCommodity(p, CommodityWater);
|
|
setLowProductionCommodity(p, CommodityFertilizer);
|
|
setLowProductionCommodity(p, CommodityMeat);
|
|
setLowProductionCommodity(p, CommodityGrain);
|
|
setLowProductionCommodity(p, CommoditySpices);
|
|
} break;
|
|
case PlanetTypeNull:
|
|
case PlanetType_Count:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 2. spin off sendNetworkUpdates() infinite loop thread
|
|
UDPServer listener = createUDPServer(SERVER_PORT);
|
|
if (!listener.ready) {
|
|
exitWithErrorMessage("Couldn't start the udp server");
|
|
}
|
|
Thread send_thread = spawnThread(&sendNetworkUpdates, &listener.server_socket);
|
|
// 3. infinitely wait for incoming UDP messages and process them (usually by just dropping user-commands into the relevant block of shared memory)
|
|
Thread recv_thread = spawnThread(&receiveNetworkUpdates, &listener);
|
|
|
|
u64 lane_broadcast_val = 0;
|
|
Barrier barrier = osBarrierAlloc(GAME_THREAD_CONCURRENCY);
|
|
LaneCtx lane_ctxs[GAME_THREAD_CONCURRENCY] = {0};
|
|
Thread game_threads[GAME_THREAD_CONCURRENCY] = {0};
|
|
for (u32 i = 0; i < GAME_THREAD_CONCURRENCY; i++) {
|
|
lane_ctxs[i].lane_idx = i;
|
|
lane_ctxs[i].lane_count = GAME_THREAD_CONCURRENCY;
|
|
lane_ctxs[i].barrier = barrier;
|
|
lane_ctxs[i].broadcast_memory = &lane_broadcast_val;
|
|
game_threads[i] = spawnThread(&gameLoop, &lane_ctxs[i]);
|
|
}
|
|
for (u32 i = 0; i < GAME_THREAD_CONCURRENCY; i++) {
|
|
osThreadJoin(game_threads[i], MAX_u64);
|
|
}
|
|
|
|
osThreadJoin(recv_thread, MAX_u64);
|
|
osThreadJoin(send_thread, MAX_u64);
|
|
|
|
return 0;
|
|
}
|
|
|