Working map sharing between server and clients working, apart from some graphics imperfections

master
EmaMaker 2020-04-17 15:48:19 +02:00
parent ab89f9e348
commit 8f02390188
4 changed files with 204 additions and 73 deletions

View File

@ -1,6 +1,8 @@
package com.emamaker.amazeing.manager;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Net.Protocol;
@ -11,7 +13,9 @@ import com.emamaker.amazeing.AMazeIng;
public class GameClient {
volatile boolean clientRunning = false;
volatile String nextMessage = "";
public Socket socket;
String s = "", s1 = "";
public String addr;
public int port;
Thread clientThread;
@ -30,31 +34,51 @@ public class GameClient {
public void run() {
clientRunning = true;
while (clientRunning) {
/*
* https://www.gamefromscratch.com/post/2014/03/11/LibGDX-Tutorial-10-Basic-
* networking.aspx
*/
if (socket == null) {
SocketHints socketHints = new SocketHints();
socketHints.connectTimeout = 0;
socket = Gdx.net.newClientSocket(Protocol.TCP, addr, port, socketHints);
System.out.println("Connected to server!");
sendMessagetoClients("AO");
} else {
if (socket.isConnected()) {
// Send messages to the server:
// Receive messages from the server
try {
// write our entered message to the stream
socket.getOutputStream().write("AO\n".getBytes());
if (socket.getInputStream().available() > 0) {
BufferedReader buffer = new BufferedReader(
new InputStreamReader(socket.getInputStream()));
// Read to the next newline (\n) and display that text on labelMessage
s = buffer.readLine().toString();
System.out.println("Received message from server: " + socket + "!\n" + s);
if(s.startsWith("Map")) {
s1 = s.replace("Map", "");
main.gameManager.generateMaze(main.gameManager.mazeGen.runLenghtDecode(s1));
//System.out.println(s1);
}
}
} catch (IOException e) {
e.printStackTrace();
}
// Send messages to the client
if (!nextMessage.equals(""))
try {
// write our entered message to the stream
socket.getOutputStream().write((nextMessage + "\n").getBytes());
} catch (IOException e) {
// e.printStackTrace();
}
}
nextMessage = "";
}
}
}
});
clientThread.start();
}
public void sendMessagetoClients(String s) {
nextMessage += (s + "\n");
}
public void stop() {

View File

@ -13,8 +13,8 @@ import com.emamaker.voxelengine.block.CellId;
import com.emamaker.voxelengine.player.Player;
public class GameManager {
/*Local manager for local games and server host in multiplayer games*/
/* Local manager for local games and server host in multiplayer games */
public MazeGenerator mazeGen;
public boolean gameStarted = false;
@ -22,7 +22,6 @@ public class GameManager {
public GameServer server;
public GameClient client;
AMazeIng main;
ArrayList<MazePlayer> players = new ArrayList<MazePlayer>();
@ -39,13 +38,14 @@ public class GameManager {
public void update() {
if (gameStarted) {
main.world.cam.position.set(mazeGen.w / 2, (MazeSettings.MAZEX+MazeSettings.MAZEZ) * 0.45f, mazeGen.h / 2);
main.world.cam.position.set(mazeGen.w / 2, (MazeSettings.MAZEX + MazeSettings.MAZEZ) * 0.45f,
mazeGen.h / 2);
main.world.cam.lookAt(MazeSettings.MAZEX / 2, 0, MazeSettings.MAZEX / 2);
main.world.cam.update();
main.world.render();
main.world.modelBatch.begin(main.world.cam);
if(players != null) {
if (players != null) {
for (MazePlayer p : players) {
p.render(main.world.modelBatch, main.world.environment);
anyoneWon = false;
@ -57,13 +57,14 @@ public class GameManager {
}
}
if (anyoneWon) main.setScreen(main.uiManager.playersScreen);
if (anyoneWon)
main.setScreen(main.uiManager.playersScreen);
main.world.modelBatch.end();
}
}
ArrayList<MazePlayer> toDelete = new ArrayList<MazePlayer>();
public void generateMaze(Set<MazePlayer> pl) {
public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
main.setScreen(null);
anyoneWon = false;
@ -99,11 +100,16 @@ public class GameManager {
mazeGen.setMazeSize(MazeSettings.MAZEX, MazeSettings.MAZEZ);
mazeGen.generateMaze();
spreadPlayers();
mazeGen.setupEndPoint();
if(todraw != null) {
mazeGen.show(todraw);
}
gameStarted = true;
}
public void spreadPlayers() {
@ -176,6 +182,18 @@ public class GameManager {
return false;
}
public void generateMaze() {
generateMaze(null, null);
}
public void generateMaze(int todraw[][]) {
generateMaze(null, todraw);
}
public void generateMaze(Set<MazePlayer> pl) {
generateMaze(pl, null);
}
public void dispose() {
client.stop();
server.stop();

View File

@ -4,7 +4,6 @@ import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.util.ArrayList;
import java.util.Arrays;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Net.Protocol;
@ -18,7 +17,7 @@ import com.emamaker.amazeing.AMazeIng;
public class GameServer {
volatile boolean serverRunning = false;
String nextMessage = "oa";
volatile String nextMessage = "";
public ServerSocket serverSocket = null;
public int port;
@ -58,18 +57,32 @@ public class GameServer {
} catch (GdxRuntimeException se) {
// System.out.println("No new clients connected in the last 100 milliseconds");
}
for (Socket s : clientSockets) {
System.out.println(s);
// Receive messages from the server
try {
BufferedReader buffer = new BufferedReader(new InputStreamReader(s.getInputStream()));
// Read to the next newline (\n) and display that text on labelMessage
System.out.println("Server received message From: " + s + "!\n" + buffer.readLine());
} catch (IOException e) {
// e.printStackTrace();
for (Socket s : clientSockets) {
if (s.isConnected()) {
// Receive messages from the client
try {
if (s.getInputStream().available() > 0) {
BufferedReader buffer = new BufferedReader(
new InputStreamReader(s.getInputStream()));
// Read to the next newline (\n) and display that text on labelMessage
System.out
.println("Server received message From: " + s + "!\n" + buffer.readLine());
}
} catch (IOException e) {
}
// Send messages to the client
if (!nextMessage.equals(""))
try {
// write our entered message to the stream
s.getOutputStream().write((nextMessage + "\n").getBytes());
} catch (IOException e) {
e.printStackTrace();
}
}
}
nextMessage = "";
}
}
@ -77,15 +90,17 @@ public class GameServer {
serverThread.start();
}
public void sendMessagetoClients(String s) {
nextMessage += (s + "\n");
}
// Once the server has started accepting connections from other players, the
// host should decide when to start the gmae
// A proper ui should be added, but for now we can just start the game without
// showing any players and just show the map across all the clients
public void startGame() {
// Once the server has started accepting connections from other players, the
// host should decide when to start the gmae
// A proper ui should be added, but for now we can just start the game without
// showing any players and just show the map across all the clients
// To spread the map we can just encode in a string the todraw[][] array in
// MazeGenerator, in future run-lenght encoding should be considered
main.gameManager.generateMaze(null);
nextMessage = "Map" + Arrays.deepToString(main.gameManager.mazeGen.todraw);
main.gameManager.generateMaze();
sendMessagetoClients("Map" + main.gameManager.mazeGen.runLenghtEncode());
}
public void stop() {

View File

@ -1,6 +1,7 @@
package com.emamaker.amazeing.maze;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Random;
import com.emamaker.amazeing.AMazeIng;
@ -30,26 +31,21 @@ public class MazeGenerator {
}
public void setMazeSize(int w_, int h_) {
w = w_+(1-w%2);
h = h_+(1-h%2);
W = (w-1) / 2;
H = (h-1) / 2;
// W = w_;
// H = h_;
//
// w = 2 * W + 1;
// h = 2 * H + 1;
/*
* w-1 = 2*W
* W = w-1)
*/
w = w_ + (1 - w % 2);
h = h_ + (1 - h % 2);
W = (w - 1) / 2;
H = (h - 1) / 2;
cellsGrid = new Cell[W][H];
todraw = new int[w][h];
System.out.println(W + "*" + H + " --- " + w + "*" + h);
}
/*
* Implementation of a recursive backtracker to generated the maze. Mazes
* generated in this way can always be solved.
* https://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
*/
public void generateMaze() {
// init cells
for (int i = 0; i < W; i++) {
@ -108,27 +104,98 @@ public class MazeGenerator {
currentCell.current = true;
}
}
prepareShow(todraw);
prepareShow();
}
//Setup end point in a random location. At a distance of EP_DIST from every player
public void setupEndPoint(){
//Randomly spawns all the players
//For a spawn location to be valid, it has to be free from both walls and players
/*
* Setup end point in a random location. At a distance of EP_DIST from every
* player
*/
public void setupEndPoint() {
// Randomly spawns all the players
// For a spawn location to be valid, it has to be free from both walls and
// players
int x = 0, y = 0;
do {
x = (Math.abs(rand.nextInt()) % (w));
y = (Math.abs(rand.nextInt()) % (h));
//while there's a wall in current location pick new location
}while(main.gameManager.areTherePlayersNearby(x, y, EP_DIST) || occupiedSpot(x, y));
y = (Math.abs(rand.nextInt()) % (h));
// while there's a wall in current location pick new location
} while (main.gameManager.areTherePlayersNearby(x, y, EP_DIST) || occupiedSpot(x, y));
WINX = x;
WINZ = y;
todraw[x][y] = 2;
main.world.worldManager.setCell(WINX, 0, WINZ, CellId.ID_WOOD);
}
public void prepareShow(int[][] todraw_) {
/*
* Run-lenght encodes ( https://en.wikipedia.org/wiki/Run-length_encoding) the
* maze todraw configuration, so it can be easily passed to server clients. This
* should be done once the game is been set up and the end point has been
* placed. We'll normally use a number for the count of equal blocks next to
* each other We'll use letters instead for the todraw[][] numbers to represent
* the different block, starting from A (Ascii 65) and adding the todraw[x][y]
* index to the ascii value of A.
* To even simplify decoding, the count number is encoded in a letter too, starting from
* a (Ascii 97), so that every count takes up just to characters.
*
*/
public String runLenghtEncode() {
// todraw[x][y], where row number is x and the index of the block in that row is
// y
int currentBlock = 0;
int count = 0;
String s = "";
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
if(todraw[i][j] != currentBlock || j == h-1) {
s+=String.valueOf((char)(97+count))+String.valueOf((char)(65+currentBlock));
count = 1;
currentBlock = todraw[i][j];
}else {
count++;
}
}
s += "-";
}
return s;
}
/*
* Run length decodes the maze received from the server.
* We know that the block types start from A (Ascii 65), so we can simply subtract 65
* We know that the block count start from a (Ascii 97), so we can simply subtract 97
* from the current index and get the block type, repeated for how many times the count number says
*/
public int[][] runLenghtDecode(String s) {
int[][] todraw = null;
int count, type, totalcount = 0;
//Split the various rows
String[] rows = s.split("-");
System.out.println(Arrays.deepToString(rows));
//Mazes are always squares
todraw = new int[rows.length][rows.length];
for(int i = 0; i < rows.length; i++) {
totalcount = 0;
for(int j = 0; j < rows[i].length(); j+=2) {
count = ((int) (rows[i].charAt(j))) - 97;
type = ((int) (rows[i].charAt(j+1))) - 65;
for(int k = totalcount; k < totalcount+count; k++) {
todraw[i][k] = type;
}
totalcount += count;
}
}
return todraw;
}
public void prepareShow() {
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
todraw[i][j] = 1;
@ -143,31 +210,38 @@ public class MazeGenerator {
int y = 2 * j + 1;
// current cell
todraw_[x][y] = 0;
todraw[x][y] = 0;
// up wall
if (!cellsGrid[i][j].walls[0])
todraw_[x][y - 1] = 0;
todraw[x][y - 1] = 0;
// down wall
if (!cellsGrid[i][j].walls[2])
todraw_[x][y + 1] = 0;
todraw[x][y + 1] = 0;
// left wall
if (!cellsGrid[i][j].walls[3])
todraw_[x - 1][y] = 0;
todraw[x - 1][y] = 0;
// right all
if (!cellsGrid[i][j].walls[1])
todraw_[x + 1][y] = 0;
todraw[x + 1][y] = 0;
}
}
//setupEndPoint();
show(todraw);
}
public void show(int[][] todraw_) {
for (int j = 0; j < h; j++) {
for (int i = 0; i < w; i++) {
todraw[i][j] = todraw_[i][j];
main.world.worldManager.setCell(i, 1, j, CellId.ID_AIR);
main.world.worldManager.setCell(i, 0, j, CellId.ID_GRASS);
if (todraw_[i][j] == 1)
if (todraw[i][j] == 1)
main.world.worldManager.setCell(i, 1, j, CellId.ID_LEAVES);
// if (todraw[i][j] == 2)
// main.world.worldManager.setCell(i, 0, j, CellId.ID_WOOD);
if (todraw[i][j] == 2)
main.world.worldManager.setCell(i, 0, j, CellId.ID_WOOD);
}
}
}
@ -181,11 +255,11 @@ public class MazeGenerator {
}
return true;
}
int cellAt(int x, int y) {
return todraw[x][y];
}
public boolean occupiedSpot(int x, int y) {
return cellAt(x, y) != 0;
}