Files
invoictoafpsgn/Net.h
T
2026-10-18 12:27:54 -04:00

116 lines
4.3 KiB
C++

#ifndef NET_CLASS
#define NET_CLASS
#include <cstdint>
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
// Multiplayer UDP link for a LAN pit. One player hosts (UDP port 27015), everyone else joins by IP.
// Clients send their own transform to the host every frame; the host relays everyone's
// transform to everyone else. The host is player id 0, joiners get ids 1, 2, 3, ...
// All Winsock code lives in Net.cpp so windows.h never leaks into the rest of the engine.
struct NetState {
glm::vec3 position = glm::vec3(0.0f);
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
bool sliding = false;
};
// A state received for some other player.
struct NetUpdate {
uint8_t id = 0;
NetState state;
};
// A shockwave explosion. Every machine applies the launch to its own player, since remote
// players are only puppets here. Blasts are re-sent a few times (UDP) and de-duplicated on receive.
struct NetBlast {
uint8_t sender = 0; // filled in by the host; ignored on send
uint32_t id = 0; // filled in by SendBlast
glm::vec3 center = glm::vec3(0.0f);
float radius = 0.0f;
float power = 0.0f;
};
// Damage dealt to another player. Each machine owns its own player's health, so the shooter
// aims locally and sends this to the victim, who applies it. Re-sent a few times and de-duplicated.
struct NetHit {
uint8_t sender = 0; // filled in by the host
uint32_t id = 0; // filled in by SendHit
int damage = 0;
glm::vec3 knockback = glm::vec3(0.0f); // added to the victim's velocity
};
// A physics cube owned by the host. The host simulates every cube and streams their poses to the
// clients, which only draw them. The host also decides when a cube despawns.
struct NetCube {
uint32_t id = 0;
glm::vec3 position = glm::vec3(0.0f);
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
};
// A client asking the host to spawn a cube. Re-sent a few times (UDP) and de-duplicated by the host.
struct NetCubeRequest {
uint8_t sender = 0; // filled in by the host
uint32_t id = 0;
glm::vec3 position = glm::vec3(0.0f);
};
class Lan {
public:
enum class Mode { Off, Host, Client };
// Total players in the pit, host included.
static constexpr int MaxPlayers = 8;
Lan();
~Lan();
// Opens the socket. For Client, hostIp is the host's IPv4 address. Returns false on failure.
bool Start(Mode mode, const std::string& hostIp);
void Stop();
Mode GetMode() const { return mode; }
bool IsActive() const { return active; }
// Call once per frame with our own state.
void Send(const NetState& state);
// Drains all waiting packets and appends the other players' newest states to 'out'.
// If 'blasts' is given, new (de-duplicated) shockwave blasts from other players are appended to it.
// 'hits' gets damage aimed at us (de-duplicated).
// 'spawns' (host only) gets cube spawn requests from clients; 'cubes' (client only) gets the
// host's cube poses.
void Receive(std::vector<NetUpdate>& out, std::vector<NetBlast>* blasts = nullptr,
std::vector<NetHit>* hits = nullptr, std::vector<NetCubeRequest>* spawns = nullptr,
std::vector<NetCube>* cubes = nullptr);
// Client: ask the host to spawn a cube at 'position'. Sent over the next few Send() calls.
void SendCubeSpawn(const glm::vec3& position);
// Host: stream cube poses to every client. Call once per frame; large sets go out in rotating
// slices, so a cube is refreshed every few frames.
void SendCubes(const std::vector<NetCube>& cubes);
// Damage another player. 'target' is the id from their NetUpdate (the host is 0).
void SendHit(uint8_t target, const NetHit& hit);
// Tell the other players about a blast we caused. Sent over the next few Send() calls.
void SendBlast(const NetBlast& blast);
// Host: at least one player has joined. Client: the host has been heard from in the last 2 s.
bool IsConnected() const;
// Host only: number of joined players, not counting the host.
int PeerCount() const;
// This machine's IPv4 addresses (for the host to read out to the joiners).
static std::string LocalAddresses();
private:
struct Impl;
Impl* impl;
Mode mode = Mode::Off;
bool active = false;
};
inline Lan* lan = nullptr;
#endif