Beispiel #1
0
	int main(int argc, char* argv[])
#endif
{
	DEBUG_STATUS("started main");

	FileSystem filesys(argv[0]);
	setupPHYSFS();

	DEBUG_STATUS("physfs initialised");

	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);

	DEBUG_STATUS("SDL initialised");

	atexit(SDL_Quit);
	srand(SDL_GetTicks());
	// Default is OpenGL and false
	// choose renderer
	RenderManager *rmanager = 0;
	SoundManager *smanager = 0;


	// Test Version Startup Warning
	#ifdef TEST_VERSION
	struct tm* ptm;
	time_t time = std::time(0);
	ptm = gmtime ( &time );

	if( ptm->tm_year > (2014-1900) || ptm->tm_mon >= 4 )
	{
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "TEST VERISON OUTDATED",
									(std::string("This is a test version of ") + AppTitle + " which expired on "
									"1.04.2014. Please visit blobby.sourceforge.net for a newer version").c_str(), 0);
		return -1;
	}

	SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "TEST VERISON WARNING",
								(std::string("This is a test version of ") + AppTitle + " for testing only.\n"
								"It might be unstable and/or incompatible to the current release. "
								"Use of this version is limited to 1.04.2014.\nUntil then, "
								"the final version will most likely be released and you should update to that one.\n"
								"Visit blobby.sourceforge.net for more information or bug reporting.").c_str(), 0);
	#endif

	try
	{
		UserConfig gameConfig;
		gameConfig.loadFile("config.xml");

		TextManager::createTextManager(gameConfig.getString("language"));

		if(gameConfig.getString("device") == "SDL")
			rmanager = RenderManager::createRenderManagerSDL();
		/*else if (gameConfig.getString("device") == "GP2X")
			rmanager = RenderManager::createRenderManagerGP2X();*/
#ifndef __ANDROID__
	#ifndef __APPLE__
		else if (gameConfig.getString("device") == "OpenGL")
			rmanager = RenderManager::createRenderManagerGL2D();
		else
		{
			std::cerr << "Warning: Unknown renderer selected!";
			std::cerr << "Falling back to OpenGL" << std::endl;
			rmanager = RenderManager::createRenderManagerGL2D();
		}
	#else
		#if MAC_OS_X
			else if (gameConfig.getString("device") == "OpenGL")
				rmanager = RenderManager::createRenderManagerGL2D();
			else
			{
				std::cerr << "Warning: Unknown renderer selected!";
				std::cerr << "Falling back to OpenGL" << std::endl;
				rmanager = RenderManager::createRenderManagerGL2D();
			}
		#endif
	#endif
#endif

		// fullscreen?
		if(gameConfig.getString("fullscreen") == "true")
			rmanager->init(BASE_RESOLUTION_X, BASE_RESOLUTION_Y, true);
		else
			rmanager->init(BASE_RESOLUTION_X, BASE_RESOLUTION_Y, false);

		if(gameConfig.getString("show_shadow") == "true")
			rmanager->showShadow(true);
		else
			rmanager->showShadow(false);

		SpeedController scontroller(gameConfig.getFloat("gamefps"));
		SpeedController::setMainInstance(&scontroller);
		scontroller.setDrawFPS(gameConfig.getBool("showfps"));

		smanager = SoundManager::createSoundManager();
		smanager->init();
		smanager->setVolume(gameConfig.getFloat("global_volume"));
		smanager->setMute(gameConfig.getBool("mute"));
		/// \todo play sound is misleading. what we actually want to do is load the sound
		smanager->playSound("sounds/bums.wav", 0.0);
		smanager->playSound("sounds/pfiff.wav", 0.0);

		std::string bg = std::string("backgrounds/") + gameConfig.getString("background");
		if ( FileSystem::getSingleton().exists(bg) )
			rmanager->setBackground(bg);

		InputManager* inputmgr = InputManager::createInputManager();
		int running = 1;

		DEBUG_STATUS("starting mainloop");

		while (running)
		{
			inputmgr->updateInput();
			running = inputmgr->running();

			IMGUI::getSingleton().begin();
			State::step();
			rmanager = &RenderManager::getSingleton(); //RenderManager may change
			//draw FPS:
			static int lastfps = 0;
			if (scontroller.getDrawFPS())
			{
				// We need to ensure that the title bar is only set
				// when the framerate changed, because setting the
				// title can ne quite resource intensive on some
				// windows manager, like for example metacity.
				int newfps = scontroller.getFPS();
				if (newfps != lastfps)
				{
					std::stringstream tmp;
					tmp << AppTitle << "	FPS: " << newfps;
					rmanager->setTitle(tmp.str());
				}
				lastfps = newfps;
			}
			// Dirty workarround for hiding fps in title
			if (!scontroller.getDrawFPS() && (lastfps != -1))
			{
				std::stringstream tmp;
				tmp << AppTitle;
				rmanager->setTitle(tmp.str());

				lastfps = -1;
			}

			if (!scontroller.doFramedrop())
			{
				rmanager->draw();
				IMGUI::getSingleton().end();
				BloodManager::getSingleton().step();
				rmanager->refresh();
			}
			scontroller.update();
		}
	}
Beispiel #2
0
int main(int argc, char* argv[])
{
    PHYSFS_init(argv[0]);
    setupPHYSFS();
    
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
    SDL_EnableUNICODE(1);
    atexit(SDL_Quit);
    srand(SDL_GetTicks());
    // Default is OpenGL and false
    // choose renderer
    RenderManager *rmanager = 0;
    SoundManager *smanager = 0;

    try
    {
        UserConfig gameConfig;
        gameConfig.loadFile("config.xml");
        
        TextManager::createTextManager(gameConfig.getString("language"));
        
        if(gameConfig.getString("device") == "SDL")
            rmanager = RenderManager::createRenderManagerSDL();
        else if (gameConfig.getString("device") == "GP2X")
            rmanager = RenderManager::createRenderManagerGP2X();
        else if (gameConfig.getString("device") == "OpenGL")
            rmanager = RenderManager::createRenderManagerGL2D();
        else
        {
            std::cerr << "Warning: Unknown renderer selected!";
            std::cerr << "Falling back to OpenGL" << std::endl;
            rmanager = RenderManager::createRenderManagerGL2D();
        }

        // fullscreen?
        if(gameConfig.getString("fullscreen") == "true")
            rmanager->init(800, 600, true);
        else
            rmanager->init(800, 600, false);

        if(gameConfig.getString("show_shadow") == "true")
            rmanager->showShadow(true);
        else
            rmanager->showShadow(false);

        SpeedController scontroller(gameConfig.getFloat("gamefps"));
        SpeedController::setMainInstance(&scontroller);
        scontroller.setDrawFPS(gameConfig.getBool("showfps"));

        smanager = SoundManager::createSoundManager();
        smanager->init();
        smanager->setVolume(gameConfig.getFloat("global_volume"));
        smanager->setMute(gameConfig.getBool("mute"));
        smanager->playSound("sounds/bums.wav", 0.0);
        smanager->playSound("sounds/pfiff.wav", 0.0);

        std::string bg = std::string("backgrounds/") + gameConfig.getString("background");
        if (PHYSFS_exists(bg.c_str()))
            rmanager->setBackground(bg);

        InputManager* inputmgr = InputManager::createInputManager();

        if (argc == 3)
        {
            if (strstr(argv[1], ".lua"))
            {
                gameConfig.setString("left_player_human", "false");
                gameConfig.setString("left_script_name", argv[1]);
            }
            else
            {
                gameConfig.setString("left_player_human", "true");
                gameConfig.setString("left_player_name", argv[1]);
            }
            if (strstr(argv[2], ".lua"))
            {
                gameConfig.setString("right_player_human", "false");
                gameConfig.setString("right_script_name", argv[2]);
            }
            else
            {
                gameConfig.setString("right_player_human", "true");
                gameConfig.setString("right_player_name", argv[2]);
            }
            gameConfig.saveFile("config.xml");
            State::setCurrentState(new LocalGameState(), true);
        }

        int running = 1;
        while (running)
        {
            inputmgr->updateInput();
            running = inputmgr->running();

            // This is true by default for compatibility, GUI states may
            // disable it if necessary
            rmanager->drawGame(true);
            IMGUI::getSingleton().begin();
                State::getCurrentState()->step();
            rmanager = &RenderManager::getSingleton(); //RenderManager may change
            //draw FPS:
            if (scontroller.getDrawFPS())
            {
                // We need to ensure that the title bar is only set
                // when the framerate changed, because setting the
                // title can ne quite resource intensive on some
                // windows manager, like for example metacity.
                static int lastfps = 0;
                int newfps = scontroller.getFPS();
                if (newfps != lastfps)
                {
                    std::stringstream tmp;
                    tmp << AppTitle << "    FPS: " << newfps;
                    rmanager->setTitle(tmp.str());
                }
                lastfps = newfps;
            }

            if (!scontroller.doFramedrop())
            {
                rmanager->draw();
                IMGUI::getSingleton().end();
                BloodManager::getSingleton().step();
                rmanager->refresh();
            }
            scontroller.update();
        }
    }
    catch (std::exception& e)
    {
        std::cerr << e.what() << std::endl;
        if (rmanager)
            rmanager->deinit();
        if (smanager)
            smanager->deinit();
        SDL_Quit();
        PHYSFS_deinit();
        exit (EXIT_FAILURE);
    }

    deinit();
    exit(EXIT_SUCCESS);
}
Beispiel #3
0
void NetworkSearchState::step_impl()
{
	packet_ptr packet;

	// set to true to initiate server connection
	bool doEnterServer = false;

	for (ClientList::iterator iter = mQueryClients.begin();
		iter != mQueryClients.end(); ++iter)
	{
		bool skip = false;
		bool skip_iter = false;

		while ((packet = (*iter)->Receive()) && !skip)
		{
			switch(packet->data[0])
			{
				case ID_CONNECTION_REQUEST_ACCEPTED:
				{
					printf("connection accepted from %s:%d\n",
						mPingClient->PlayerIDToDottedIP(
							packet->playerId), packet->playerId.port);

					RakNet::BitStream stream;
					stream.Write((unsigned char)ID_BLOBBY_SERVER_PRESENT);
					stream.Write(BLOBBY_VERSION_MAJOR);
					stream.Write(BLOBBY_VERSION_MINOR);
					(*iter)->Send(&stream, LOW_PRIORITY, RELIABLE_ORDERED, 0);
					break;
				}
				case ID_BLOBBY_SERVER_PRESENT:
				{
					//FIXME: We must copy the needed informations, so that we can call DeallocatePacket(packet)
					//FIXME: The client finds a server at this point, which is not valid
					RakNet::BitStream stream((char*)packet->data, packet->length, false);
					stream.IgnoreBytes(1);	//ID_BLOBBY_SERVER_PRESENT
					ServerInfo info(stream,	(*iter)->PlayerIDToDottedIP(packet->playerId), packet->playerId.port);

					printf("server %s at %s is a blobby server\n", info.name, info.hostname);

					// check that the packet sizes match
					if(packet->length == ServerInfo::BLOBBY_SERVER_PRESENT_PACKET_SIZE)
					{
						if (std::find( mScannedServers.begin(),	mScannedServers.end(), info) == mScannedServers.end() )
						{
							mScannedServers.push_back(info);

							// check whether this was a direct connect server
							if(*iter == mDirectConnectClient)
							{
								mSelectedServer = mScannedServers.size() - 1;
								doEnterServer = true;
							}
						}
						 else
						{
							std::cout << "duplicate server entry\n";
							std::cout << info << "\n";
						}

					}
					 else
					{
						std::cout << " server invalid " << packet->length << " " << ServerInfo::BLOBBY_SERVER_PRESENT_PACKET_SIZE << "\n";
					}
					// the RakClient will be deleted, so
					// we must free the packet here
					packet.reset();
					(*iter)->Disconnect(50);
					delete *iter;
					iter = mQueryClients.erase(iter);
					if (iter == mQueryClients.end())
						skip_iter = true;
					skip = true;

					// if one server is the one this PC is hosting, auto connect
					if( mHostedServer && std::string(info.hostname) == mHostedServer->hostname &&
							info.port == mHostedServer->port)
					{
						switchState(new LobbyState(info,
									dynamic_cast<OnlineSearchState*>(this) == nullptr ? PreviousState::LAN : PreviousState::ONLINE)
									);
						return;
					}
					break;
				}
				case ID_VERSION_MISMATCH:
				{
					// this packet is send when the client is older than the server!
					// so
					RakNet::BitStream stream((char*)packet->data, packet->length, false);
					stream.IgnoreBytes(1);	// ID_VERSION_MISMATCH

					// default values if server does not send versions.
					// thats the 0.9 behaviour
					int smajor = 0, sminor = 9;
					stream.Read(smajor);	// load server version information
					stream.Read(sminor);
					printf("found blobby server with version %d.%d\n", smajor, sminor);

					mDisplayUpdateNotification = true;

					// the RakClient will be deleted, so
					// we must free the packet here
					packet.reset();
					(*iter)->Disconnect(50);
					delete *iter;
					iter = mQueryClients.erase(iter);
					if (iter == mQueryClients.end())
						skip_iter = true;
					skip = true;
					break;
				}
				default:
					break;
			}

			if (skip)
				break;
		}
		if (skip_iter)
			break;
	}
	while (packet = mPingClient->Receive())
	{
		switch (packet->data[0])
		{
			case ID_PONG:
			{
				std::string hostname = mPingClient->PlayerIDToDottedIP(packet->playerId);
				printf("got ping response by \"%s:%d\", trying to connect\n", hostname.c_str(), packet->playerId.port);
				RakClient* newClient = new RakClient;
				newClient->Connect(
					hostname.c_str(), packet->playerId.port, 0, 0, RAKNET_THREAD_SLEEP_TIME);
				mQueryClients.push_back(newClient);
			}
			default:
				break;
		}
	}

	IMGUI& imgui = IMGUI::getSingleton();

	imgui.doCursor();
	imgui.doImage(GEN_ID, Vector2(400.0, 300.0), "background");
	imgui.doOverlay(GEN_ID, Vector2(0.0, 0.0), Vector2(800.0, 600.0));
	imgui.doInactiveMode(false);

	if (mDisplayInfo || mEnteringServer)
	{
		imgui.doInactiveMode(true);
	}

	if (imgui.doButton(GEN_ID, Vector2(10, 20), TextManager::NET_SERVER_SCAN))
		searchServers();

	if (imgui.doButton(GEN_ID, Vector2(420, 20), TextManager::NET_DIRECT_CONNECT) &&
			!mEnteringServer)
	{
		mEnteringServer = true;
		imgui.resetSelection();
		mEnteredServer = "";
		mServerBoxPosition = 0;
	}

	std::vector<std::string> servernames;
	for (unsigned int i = 0; i < mScannedServers.size(); i++)
	{
		servernames.push_back(std::string(mScannedServers[i].name) + " (" + boost::lexical_cast<std::string>(mScannedServers[i].waitingplayers) + ")" );
	}

	if( imgui.doSelectbox(GEN_ID, Vector2(25.0, 60.0), Vector2(775.0, 470.0), servernames, mSelectedServer) == SBA_DBL_CLICK )
	{
		doEnterServer = true;
	}

	if (imgui.doButton(GEN_ID, Vector2(50, 480), TextManager::NET_SERVER_INFO) &&
			!mDisplayInfo && !mScannedServers.empty())
	{
		mDisplayInfo = true;
		imgui.resetSelection();
	}

	if (mEnteringServer)
	{
		imgui.doInactiveMode(false);
		imgui.doOverlay(GEN_ID, Vector2(100.0, 200.0), Vector2(650.0, 400.0));
		// Game crashes if the mEnteredServer is not a possible input
		imgui.doEditbox(GEN_ID, Vector2(130.0, 210.0), 20, mEnteredServer, mServerBoxPosition);
		if (imgui.doButton(GEN_ID, Vector2(270.0, 300.0), TextManager::LBL_OK))
		{
			/// \todo adapt direct connect
			std::string server = mEnteredServer;
			int port = BLOBBY_PORT;
			std::size_t found = mEnteredServer.find(':');
			if (found != std::string::npos) {
				server = mEnteredServer.substr(0, found);

				try
				{
					port = boost::lexical_cast<int>(mEnteredServer.substr(found+1));
				}
				catch (boost::bad_lexical_cast)
				{
					/// \todo inform the user that default port was selected

				}
				if ((port <= 0) || (port > 65535))
					port = BLOBBY_PORT;
			}

			// add this address / port info as client
			mDirectConnectClient = new RakClient;
			mDirectConnectClient->Connect(server.c_str(), port, 0, 0, RAKNET_THREAD_SLEEP_TIME);
			mQueryClients.push_back( mDirectConnectClient );
			mEnteringServer = false;
			imgui.resetSelection();
		}
		if (imgui.doButton(GEN_ID, Vector2(370.0, 300.0), TextManager::LBL_CANCEL))
		{
			mEnteringServer = false;
			imgui.resetSelection();
		}
		imgui.doInactiveMode(true);
	}

	if (mDisplayInfo)
	{
		imgui.doInactiveMode(false);
		imgui.doOverlay(GEN_ID, Vector2(40.0, 80.0), Vector2(760.0, 440.0), Color(0,0,0), 1.0);
		imgui.doText(GEN_ID, Vector2(50, 100), mScannedServers[mSelectedServer].name);
		imgui.doText(GEN_ID, Vector2(50, 130), mScannedServers[mSelectedServer].hostname);

		std::stringstream activegames;
		activegames << TextManager::getSingleton()->getString(TextManager::NET_ACTIVE_GAMES)
					<< mScannedServers[mSelectedServer].activegames;
		imgui.doText(GEN_ID, Vector2(50, 160), activegames.str());
		std::stringstream waitingplayer;
		waitingplayer << TextManager::getSingleton()->getString(TextManager::NET_WAITING_PLAYER)
					  << mScannedServers[mSelectedServer].waitingplayers;
		imgui.doText(GEN_ID, Vector2(50, 190), waitingplayer.str());
		std::string description = mScannedServers[mSelectedServer].description;
		for (unsigned int i = 0; i < description.length(); i += 29)
		{
			imgui.doText(GEN_ID, Vector2(50, 250 + i / 29 * 30),
					description.substr(i, 29));
		}

		if (imgui.doButton(GEN_ID, Vector2(410, 405), TextManager::LBL_OK))
		{
			mDisplayInfo = false;
			imgui.resetSelection();
		}
		imgui.doInactiveMode(true);
	}

	if (imgui.doButton(GEN_ID, Vector2(450, 480), TextManager::NET_HOST_GAME) &&
			!mDisplayInfo)
	{
		auto server_func = []()
		{
			// read config
			/// \todo we need read-only access here!
			UserConfig config;
			config.loadFile("config.xml");
			PlayerSide localSide = (PlayerSide)config.getInteger("network_side");

			PlayerIdentity local_player = config.loadPlayerIdentity(localSide, true);
			ServerInfo info( local_player.getName().c_str());
			std::vector<std::string> rule_vec{config.getString("rules")};


			DedicatedServer server(info, rule_vec, std::vector<float>{ SpeedController::getMainInstance()->getGameSpeed() }, 4, true);
			SpeedController scontroller( 10 );
			gKillHostThread = false;
			while(!gKillHostThread)
			{
				// now run the server
				if(server.hasActiveGame())
				{
					server.allowNewPlayers(false);
				}

				server.processPackets();
				server.updateGames();
				scontroller.update();
			}
		};

		gKillHostThread = true;
		gHostedServerThread = boost::make_shared<std::thread>(server_func);
		SDL_Delay(100); // give the server some time to start up.
		// might cause a slight visible delay, but I think we can
		// live with that right now.
		searchServers();

		// getting the server info
		UserConfig config;
		config.loadFile("config.xml");

		PlayerIdentity local_player = config.loadPlayerIdentity((PlayerSide)config.getInteger("network_side"), true);
		mHostedServer.reset(new ServerInfo( local_player.getName().c_str()));
		std::strncpy(mHostedServer->hostname,
					mPingClient->PlayerIDToDottedIP(mPingClient->GetInternalID()),
					sizeof(mHostedServer->hostname));
	}

	if ((imgui.doButton(GEN_ID, Vector2(230, 530), TextManager::LBL_OK) && !mScannedServers.empty())
			|| doEnterServer)
	{
		ServerInfo server = mScannedServers[mSelectedServer];
		switchState(new LobbyState(server, dynamic_cast<OnlineSearchState*>(this) == nullptr ? PreviousState::LAN : PreviousState::ONLINE));
	}
	if (imgui.doButton(GEN_ID, Vector2(480, 530), TextManager::LBL_CANCEL))
	{
		switchState(new MainMenuState);
	}

	if(mDisplayUpdateNotification)
	{
		imgui.doOverlay(GEN_ID, Vector2(71, 572), Vector2(729, 590), Color(128, 0, 0));
		imgui.doText(GEN_ID, Vector2(85, 577), TextManager::UPDATE_NOTIFICATION, TF_SMALL_FONT);
	}
}