[server] update

This commit is contained in:
2018-03-01 17:36:34 +03:00
parent d895fb70f7
commit 0565eec871
3 changed files with 241 additions and 256 deletions

View File

@@ -1,55 +1,40 @@
package ru.m.tankz.server.game;
import ru.m.tankz.proto.GamesResponse;
import ru.m.tankz.proto.GameActionType;
import ru.m.tankz.proto.GameActionRequest;
import ru.m.tankz.proto.GameObjectType;
import ru.m.tankz.proto.GameChangeType;
import ru.m.tankz.proto.GameUpdateResponse;
import ru.m.tankz.proto.GameChange;
import ru.m.tankz.proto.StartGameResponse;
import ru.m.tankz.core.Direction;
import ru.m.tankz.proto.core.GameState;
import ru.m.tankz.proto.core.Game;
import ru.m.tankz.server.session.Thread;
import ru.m.tankz.config.TankzConfig.DEFAULT;
import ru.m.tankz.engine.Engine;
import ru.m.tankz.proto.CreateGameResponse;
import ru.m.tankz.proto.LeaveGameResponse;
import ru.m.tankz.proto.JoinGameResponse;
import ru.m.tankz.server.session.Session;
import protohx.Message;
import ru.m.tankz.proto.Person;
import ru.m.tankz.proto.GameState;
import ru.m.tankz.proto.Game;
import ru.m.tankz.engine.IEngine;
/**
*
**/
class NekoTimer {
private var sleep:Float;
private var stopped:Bool;
private var sleep:Float;
private var stopped:Bool;
public function new(time_ms:Int) {
this.sleep = time_ms / 1000.0;
this.stopped = false;
Thread.create(function() {
while (!stopped) {
Sys.sleep(sleep);
try {
run();
} catch (error:Dynamic) {
trace(error);
}
}
});
}
public function new(time_ms:Int) {
this.sleep = time_ms / 1000.0;
this.stopped = false;
Thread.create(function() {
while (!stopped) {
Sys.sleep(sleep);
try {
run();
} catch (error:Dynamic) {
trace(error);
}
}
});
}
public dynamic function run() {}
public dynamic function run() {}
public function stop() {
stopped = true;
}
public function stop() {
stopped = true;
}
}
/**
@@ -57,132 +42,132 @@ class NekoTimer {
**/
class GameManager {
public static var byGameId:Map<Int, GameManager> = new Map<Int, GameManager>();
public static var byPersonId:Map<Int, GameManager> = new Map<Int, GameManager>();
public static var subscribers:Map<Int, Bool> = new Map<Int, Bool>();
public static var byGameId:Map<Int, GameManager> = new Map<Int, GameManager>();
public static var byPersonId:Map<String, GameManager> = new Map<String, GameManager>();
public static var subscribers:Map<Int, Bool> = new Map<Int, Bool>();
private static var idCounter:Int = 0;
private static var idCounter:Int = 0;
public var game(default, null):Game;
public var game(default, null):Game;
public var engine(default, null):IEngine;
public var engine(default, null):Engine;
private var timer:NekoTimer;
private var timer:NekoTimer;
private var changes:Array<GameChange> = new Array<GameChange>();
//private var changes:Array<GameChange> = new Array<GameChange>();
public function new(person:Person) {
game = new Game()
.setId(idCounter++)
.setState(GameState.READY)
.setCreator(person);
game.addPersons(person);
byGameId.set(game.id, this);
byPersonId.set(person.id, this);
broadcast(new CreateGameResponse().setGame(game));
broadcastGames();
}
public static function getReadyGames():Array<Game> {
return Lambda.array(Lambda.filter(Lambda.map(GameManager.byGameId, function(gm) return gm.game), function(game) return game.state == GameState.READY));
}
public function broadcastGames() {
var packet = new GamesResponse().setGames(getReadyGames());
for (personId in subscribers.keys()) {
var session = Session.sessions.get(personId);
session.send(packet);
public function new(creator:User) {
game = new Game()
.setId(idCounter++)
.setState(GameState.READY)
.setCreator(creator);
game.addPlayers(creator);
byGameId.set(game.id, this);
byPersonId.set(creator.uuid, this);
broadcast(new CreateGameResponse().setGame(game));
broadcastGames();
}
}
public function broadcast(packet:Message) {
for (person in game.persons) {
var session = Session.sessions.get(person.id);
session.send(packet);
public static function getReadyGames():Array<Game> {
return Lambda.array(Lambda.filter(Lambda.map(GameManager.byGameId, function(gm) return gm.game), function(game) return game.state == GameState.READY));
}
}
public function join(person:Person) {
game.addPersons(person);
byPersonId.set(person.id, this);
broadcast(new JoinGameResponse().setGame(game));
}
public function leave(person:Person) {
game.setPersons(game.persons.filter(function(p) return p.id != person.id));
byPersonId.remove(person.id);
var packet = new LeaveGameResponse().setGame(game);
Session.sessions.get(person.id).send(packet);
if (game.persons.length == 0/* || person.id == game.creator.id*/) {
stop();
} else {
broadcast(packet);
}
}
public function start() {
game.setState(GameState.STARTED);
engine = new Engine();
engine.init(DEFAULT.CONFIG);
var changes = engine.initTanks(game.persons);
timer = new NekoTimer(30);
timer.run = update;
broadcast(new StartGameResponse().setGame(game));
broadcast(new GameUpdateResponse().setChanges(changes));
}
public function stop() {
game.setState(GameState.ENDED);
game.setPersons([]);
byGameId.remove(game.id);
for (p in game.persons) byPersonId.remove(p.id);
if (timer != null) {
timer.stop();
timer = null;
}
broadcast(new LeaveGameResponse().setGame(game));
broadcastGames();
}
public function action(person:Person, action:GameActionRequest) {
var tank = engine.tanks.get(person.id);
switch (action.type) {
case GameActionType.SHOT:
var bullet = tank.shot();
if (bullet != null) {
engine.mobileEntities.set(bullet.id, bullet);
changes.push(new GameChange()
.setType(GameChangeType.APPEND)
.setObjectType(GameObjectType.BULLET)
.setPersonId(bullet.personId)
.setObjectId(bullet.id)
.setX(bullet.x)
.setY(bullet.y)
.setDirectionX(bullet.direction.x)
.setDirectionY(bullet.direction.y)
);
public function broadcastGames() {
var packet = new GamesResponse().setGames(getReadyGames());
for (personId in subscribers.keys()) {
var session = Session.sessions.get(personId);
session.send(packet);
}
case GameActionType.MOVE:
tank.move(Direction.from(action.directionX, action.directionY));
changes.push(new GameChange()
.setType(GameChangeType.DIRECTION)
.setObjectType(GameObjectType.TANK)
.setPersonId(tank.personId)
.setObjectId(tank.id)
.setDirectionX(tank.direction.x)
.setDirectionY(tank.direction.y)
);
case GameActionType.STOP:
tank.stop();
}
}
private function update() {
var changes = engine.update();
changes = this.changes.concat(changes);
this.changes = [];
if (changes.length > 0) {
broadcast(new GameUpdateResponse().setChanges(changes));
public function broadcast(packet:Message) {
for (player in game.players) {
var session = Session.sessions.get(player.uuid);
session.send(packet);
}
}
public function join(person:Person) {
game.addPersons(person);
byPersonId.set(person.id, this);
broadcast(new JoinGameResponse().setGame(game));
}
public function leave(person:Person) {
game.setPersons(game.persons.filter(function(p) return p.id != person.id));
byPersonId.remove(person.id);
var packet = new LeaveGameResponse().setGame(game);
Session.sessions.get(person.id).send(packet);
if (game.persons.length == 0/* || person.id == game.creator.id*/) {
stop();
} else {
broadcast(packet);
}
}
public function start() {
game.setState(GameState.STARTED);
engine = new Engine();
engine.init(DEFAULT.CONFIG);
var changes = engine.initTanks(game.persons);
timer = new NekoTimer(30);
timer.run = update;
broadcast(new StartGameResponse().setGame(game));
broadcast(new GameUpdateResponse().setChanges(changes));
}
public function stop() {
game.setState(GameState.ENDED);
game.setPersons([]);
byGameId.remove(game.id);
for (p in game.persons) byPersonId.remove(p.id);
if (timer != null) {
timer.stop();
timer = null;
}
broadcast(new LeaveGameResponse().setGame(game));
broadcastGames();
}
public function action(person:Person, action:GameActionRequest) {
var tank = engine.tanks.get(person.id);
switch (action.type) {
case GameActionType.SHOT:
var bullet = tank.shot();
if (bullet != null) {
engine.mobileEntities.set(bullet.id, bullet);
changes.push(new GameChange()
.setType(GameChangeType.APPEND)
.setObjectType(GameObjectType.BULLET)
.setPersonId(bullet.personId)
.setObjectId(bullet.id)
.setX(bullet.x)
.setY(bullet.y)
.setDirectionX(bullet.direction.x)
.setDirectionY(bullet.direction.y)
);
}
case GameActionType.MOVE:
tank.move(Direction.from(action.directionX, action.directionY));
changes.push(new GameChange()
.setType(GameChangeType.DIRECTION)
.setObjectType(GameObjectType.TANK)
.setPersonId(tank.personId)
.setObjectId(tank.id)
.setDirectionX(tank.direction.x)
.setDirectionY(tank.direction.y)
);
case GameActionType.STOP:
tank.stop();
}
}
private function update() {
var changes = engine.update();
changes = this.changes.concat(changes);
this.changes = [];
if (changes.length > 0) {
broadcast(new GameUpdateResponse().setChanges(changes));
}
}
}
}

View File

@@ -27,7 +27,7 @@ typedef ServerConnection = IConnection<Response, Request>;
class Session {
public static var sessions:Map<Int, Session> = new Map<Int, Session>();
public static var sessions:Map<String, Session> = new Map<String, Session>();
public var user(default, null):User;
public var gameId(default, null):Int = -1;
@@ -84,6 +84,7 @@ class Session {
user = new User()
.setUuid(request.uuid != null ? request.uuid : 'xxx')
.setName(request.name);
sessions.set(user.uuid, this);
return new LoginResponse().setUser(user);
}

View File

@@ -5,109 +5,108 @@ enum ThreadHandle {
class Thread {
var handle : ThreadHandle;
function new(h) {
handle = h;
}
/**
Send a message to the thread queue. This message can be readed by using [readMessage].
**/
public function sendMessage( msg : Dynamic ) {
thread_send(handle,msg);
}
/**
Returns the current thread.
**/
public static function current() {
return new Thread(thread_current());
}
/**
Creates a new thread that will execute the [callb] function, then exit.
**/
public static function create( callb : Void -> Void ) {
return new Thread(thread_create(function(_) { return callb(); },null));
}
/**
Reads a message from the thread queue. If [block] is true, the function
blocks until a message is available. If [block] is false, the function
returns [null] if no message is available.
**/
public static function readMessage( block : Bool ) : Dynamic {
return thread_read_message(block);
}
@:keep function __compare(t) {
return untyped __dollar__compare(handle,t.handle);
}
/**
Starts an OS message loop after [osInitialize] has been done.
In that state, the UI handled by this thread will be updated and
[sync] calls can be performed. The loop returns when [exitLoop] is
called for this thread.
**
public static function osLoop() {
if( os_loop == null ) throw "Please call osInitialize() first";
os_loop();
}
/**
The function [f] will be called by this thread if it's in [osLoop].
[sync] returns immediatly. See [osInitialize] remarks.
**
public function sync( f : Void -> Void ) {
os_sync(handle,f);
}
/**
The function [f] will be called by this thread and the calling thread
will wait until the result is available then return its value.
**
public function syncResult<T>( f : Void -> T ) : T {
if( this == current() )
return f();
var v = new neko.vm.Lock();
var r = null;
sync(function() {
r = f();
v.release();
});
v.wait();
return r;
}
/**
Exit from [osLoop].
**
public function exitLoop() {
os_loop_stop(handle);
}
/**
If you want to use the [osLoop], [sync] and [syncResult] methods, you
need to call [osInitialize] before creating any thread or calling [current].
This will load [os.ndll] library and initialize UI methods for each thread.
**
public static function osInitialize() {
os_loop = neko.Lib.load("os","os_loop",0);
os_loop_stop = neko.Lib.load("os","os_loop_stop",1);
os_sync = neko.Lib.load("os","os_sync",2);
}
static var os_loop = null;
static var os_loop_stop = null;
static var os_sync = null;
*/
static var thread_create = neko.Lib.load("std","thread_create",2);
static var thread_current = neko.Lib.load("std","thread_current",0);
static var thread_send = neko.Lib.load("std","thread_send",2);
static var thread_read_message = neko.Lib.load("std","thread_read_message",1);
var handle:ThreadHandle;
function new(h) {
handle = h;
}
/**
Send a message to the thread queue. This message can be readed by using [readMessage].
**/
public function sendMessage(msg:Dynamic) {
thread_send(handle, msg);
}
/**
Returns the current thread.
**/
public static function current() {
return new Thread(thread_current());
}
/**
Creates a new thread that will execute the [callb] function, then exit.
**/
public static function create(callb:Void -> Void) {
return new Thread(thread_create(function(_) { return callb(); }, null));
}
/**
Reads a message from the thread queue. If [block] is true, the function
blocks until a message is available. If [block] is false, the function
returns [null] if no message is available.
**/
public static function readMessage(block:Bool):Dynamic {
return thread_read_message(block);
}
@:keep function __compare(t) {
return untyped __dollar__compare(handle, t.handle);
}
/**
Starts an OS message loop after [osInitialize] has been done.
In that state, the UI handled by this thread will be updated and
[sync] calls can be performed. The loop returns when [exitLoop] is
called for this thread.
**
public static function osLoop() {
if( os_loop == null ) throw "Please call osInitialize() first";
os_loop();
}
/**
The function [f] will be called by this thread if it's in [osLoop].
[sync] returns immediatly. See [osInitialize] remarks.
**
public function sync( f : Void -> Void ) {
os_sync(handle,f);
}
/**
The function [f] will be called by this thread and the calling thread
will wait until the result is available then return its value.
**
public function syncResult<T>( f : Void -> T ) : T {
if( this == current() )
return f();
var v = new neko.vm.Lock();
var r = null;
sync(function() {
r = f();
v.release();
});
v.wait();
return r;
}
/**
Exit from [osLoop].
**
public function exitLoop() {
os_loop_stop(handle);
}
/**
If you want to use the [osLoop], [sync] and [syncResult] methods, you
need to call [osInitialize] before creating any thread or calling [current].
This will load [os.ndll] library and initialize UI methods for each thread.
**
public static function osInitialize() {
os_loop = neko.Lib.load("os","os_loop",0);
os_loop_stop = neko.Lib.load("os","os_loop_stop",1);
os_sync = neko.Lib.load("os","os_sync",2);
}
static var os_loop = null;
static var os_loop_stop = null;
static var os_sync = null;
*/
static var thread_create = neko.Lib.load("std", "thread_create", 2);
static var thread_current = neko.Lib.load("std", "thread_current", 0);
static var thread_send = neko.Lib.load("std", "thread_send", 2);
static var thread_read_message = neko.Lib.load("std", "thread_read_message", 1);
}