void net_recv_player_actions(SerializeBuffer& sb, int sender, PlayerData& pd) { int frame, player_number; sb.read_int(frame); sb.read_int(player_number); PlayerDataEntry& pde = pd.all_players().at(player_number); ActionQueue actions; sb.read_container(actions); pde.action_queue.queue_actions_for_frame(actions, frame); // printf("Receiving %d actions for player %d from %d \n", actions.size(), // player_number, sender); }
void GameScreenSet::deserialize(GameState *gs, SerializeBuffer &serializer) { serializer.read_int(current_screen); simulation_map = read_gamemap(gs, serializer); serializer.read_container(screens, [&](GameScreen& screen) { screen.deserialize(gs, serializer); }); GameSettings& settings = gs->game_settings(); int n_local_players = 0; for (PlayerDataEntry &player: gs->player_data().all_players()) { if (player.is_local_player) { n_local_players++; } } // Number of split-screens tiled together int n_x = 1, n_y = 1; if (n_local_players <= 2) { n_x = n_local_players; } else if (n_local_players <= 4) { // More than 2, less than 4? Try 2x2 tiling n_x = 2, n_y = 2; } else if (n_local_players <= 6) { n_x = 3, n_y = 2; } else { LANARTS_ASSERT(n_local_players <= 9); // Last resort, Try 3x3 tiling n_x = 3, n_y = 3; } const int WIDTH = settings.view_width / n_x; const int HEIGHT = settings.view_height / n_y; // / N_PLAYERS; std::vector<BBox> bounding_boxes; for (GameScreen& screen : screens) { const int x1 = (screen.index % n_x) * WIDTH, y1 = (screen.index / n_x) * HEIGHT; bounding_boxes.push_back(BBox {x1, y1, x1 + WIDTH, y1 + HEIGHT}); } if (bounding_boxes.size() == 3) { bounding_boxes[1] = {WIDTH, 0, settings.view_width, settings.view_height}; } for (GameScreen& screen : screens) { BBox b = bounding_boxes[screen.index]; screen.window_region = b; screen.hud = GameHud { BBox(b.x2 - GAME_SIDEBAR_WIDTH, b.y1, b.x2, b.y2), BBox(b.x1, b.y1, b.x2 - GAME_SIDEBAR_WIDTH, b.y2) }; screen.view = GameView {0, 0, b.width() - GAME_SIDEBAR_WIDTH, b.height()}; } }
static bool extract_message(QueuedMessage& qm, std::vector<QueuedMessage>& delayed_messages, int type) { for (int i = 0; i < delayed_messages.size(); i++) { qm = delayed_messages[i]; SerializeBuffer* msg = qm.message; int msg_type; msg->read_int(msg_type); if (type == msg_type) { delayed_messages.erase(delayed_messages.begin() + i); return true; } msg->move_read_position(-(int)sizeof(int)); } return false; }
static void write_or_assert_hash(SerializeBuffer& sb, unsigned int hash, bool is_writing) { if (is_writing) { sb.write_int(hash); } else { LANARTS_ASSERT(serializer_equals_read(sb, hash)); } }
void net_recv_sync_data(SerializeBuffer& sb, GameState* gs) { printf("Got sync on frame %d\n", gs->frame()); int mtwistseed; sb.read_int(mtwistseed); gs->rng().init_genrand(mtwistseed); gs->deserialize(sb); std::vector<PlayerDataEntry>& pdes = gs->player_data().all_players(); for (int i = 0; i < pdes.size(); i++) { pdes[i].player()->set_local_player(pdes[i].is_local_player); } }
void net_recv_game_init_data(SerializeBuffer& sb, int sender, GameStateInitData& init_data, PlayerData& pd) { //Write seed sb.read_int(init_data.seed); init_data.seed_set_by_network_message = true; //Read player data int localidx; sb.read_int(localidx); pd.set_local_player_idx(localidx); int playern; sb.read_int(playern); LANARTS_ASSERT(pd.all_players().empty()); for (int i = 0; i < playern; i++) { std::string name; class_id classtype; int net_id; sb.read(name); sb.read_int(classtype); sb.read_int(net_id); pd.register_player(name, NULL, classtype, net_id); } printf("Received init packet: seed = 0x%X, localid = %d, nplayers = %d\n", init_data.seed, localidx, playern); }
void net_recv_game_init_data(SerializeBuffer& sb, int sender, GameStateInitData& init_data, PlayerData& pd) { //Write seed sb.read(init_data); init_data.received_init_data = true; //Read player data int localidx; sb.read_int(localidx); int playern; sb.read_int(playern); LANARTS_ASSERT(pd.all_players().empty()); for (int i = 0; i < playern; i++) { std::string name; std::string classtype; int net_id; sb.read(name); sb.read(classtype); sb.read_int(net_id); pd.register_player(name, NULL, classtype, LuaValue(), (i == localidx), net_id); } printf( "Received init packet: seed = 0x%X, localid = %d, nplayers = %d, " "frame_action_repeat = %d, regen_level_on_death = %d, network_debug_mode = %d, time_per_step = %f\n", init_data.seed, localidx, playern, init_data.frame_action_repeat, (int) init_data.regen_on_death, (int) init_data.network_debug_mode, init_data.time_per_step); }
void net_recv_sync_data(SerializeBuffer& sb, GameState* gs) { int mtwistseed; sb.read_int(mtwistseed); gs->rng().init_genrand(mtwistseed); int nplayer = gs->player_data().get_local_player_idx(); gs->deserialize(sb); std::vector<PlayerDataEntry>& pdes = gs->player_data().all_players(); for (int i = 0; i < pdes.size(); i++) { pdes[i].player()->set_local_player(false); } gs->player_data().set_local_player_idx(nplayer); gs->game_world().set_current_level(gs->local_player()->current_level); }
void GameInstSet::serialize(GameState* gs, SerializeBuffer& serializer) { serializer.write_int(grid_w); serializer.write_int(grid_h); serializer.write_int(size()); serializer.write_int(next_id); DepthMap::const_iterator it = depthlist_map.end(); for (int ind = 0; it != depthlist_map.begin();) { --it; InstanceState* state = it->second.start_of_list; while (state) { GameInst* inst = state->inst; serializer.write_int(get_inst_type(inst)); serializer.write_int(inst->id); inst->serialize(gs, serializer); serializer.write_int(inst->integrity_hash()); state = state->next_same_depth; } } }
void GameNetConnection::send_packet(SerializeBuffer& serializer, int receiver) { _connection->send_message(serializer.data(), serializer.size(), receiver); }
void ChatMessage::deserialize(SerializeBuffer& serializer) { serializer.read(sender); serializer.read(message); serializer.read(sender_colour); serializer.read(message_colour); }
void ChatMessage::serialize(SerializeBuffer& serializer) { serializer.write(sender); serializer.write(message); serializer.write(sender_colour); serializer.write(message_colour); }
void AnimatedInst::deserialize(GameState* gs, SerializeBuffer& serializer) { GameInst::deserialize(gs, serializer); DESERIALIZE_POD_REGION(serializer, this, textcol, animatetime); serializer.read(text); }
void MonsterController::deserialize(SerializeBuffer& serializer) { serializer.read_container(mids); serializer.read(monsters_wandering_flag); }
void MonsterController::serialize(SerializeBuffer& serializer) { serializer.write_container(mids); serializer.write(monsters_wandering_flag); }
void StoreInst::serialize(GameState* gs, SerializeBuffer& serializer) { GameInst::serialize(gs, serializer); inv.serialize(serializer); serializer.write(last_seen_spr); serializer.write(spriteid); }