Add multiplayer

The game now works! Host up a server and get some clients going and you can see multiple players moving around on the game board!
This commit is contained in:
ethanglide 2024-07-09 16:56:03 -04:00
parent 0e3b79dc88
commit a6a83eee7d
10 changed files with 247 additions and 110 deletions

View File

@ -13,18 +13,20 @@ namespace ConsoleGame
}
}
void Board::draw()
std::string Board::draw()
{
std::cout << "\033[H"; // Move cursor to the top left corner
std::string board = "\033[H"; // Move cursor to the top left corner
for (auto row : cells)
{
for (auto cell : row)
{
std::cout << cell;
board += cell;
}
std::cout << std::endl;
board += "|";
}
return board;
}
void Board::setCell(int x, int y, std::string value)

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@ -16,7 +16,7 @@ namespace ConsoleGame
* @param fill The string to fill the board with
*/
Board(int width, int height, std::string fill = "#");
void draw();
std::string draw();
void setCell(int x, int y, std::string value);
std::string getCell(int x, int y);
int getWidth();

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@ -16,18 +16,23 @@ add_library(
Player.cpp
)
add_library(
GameServer
GameServer.hpp
GameServer.cpp
)
add_library(
GameClient
GameClient.hpp
GameClient.cpp
)
add_executable(
cpp-console-game
main.cpp
)
target_link_libraries(
cpp-console-game PRIVATE
GameState
conio
eRPC
)
target_link_libraries(
GameState PRIVATE
Board
@ -38,4 +43,23 @@ target_link_libraries(
target_link_libraries(
Player PRIVATE
RandomUtils
)
target_link_libraries(
GameServer PRIVATE
GameState
eRPC
)
target_link_libraries(
GameClient PRIVATE
eRPC
conio
)
target_link_libraries(
cpp-console-game PRIVATE
GameServer
GameClient
eRPC
)

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@ -0,0 +1,61 @@
#include "GameClient.hpp"
#include <thread>
#include <iostream>
#include <conio.hpp>
#include <algorithm>
namespace ConsoleGame
{
GameClient::GameClient(std::string host, int port) : client(host, port)
{
playerId = addPlayer();
std::thread renderThread(&GameClient::renderLoop, this);
std::thread inputThread(&GameClient::inputLoop, this);
renderThread.join();
inputThread.join();
}
void GameClient::renderLoop()
{
std::cout << "\033[2J"; // Clear the screen
while (running)
{
auto res = client.call("draw", {});
//replace all "|" with newline
std::replace(res.begin(), res.end(), '|', '\n');
std::cout << res << std::endl;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
}
void GameClient::inputLoop()
{
while (running)
{
char input = conio::getch();
client.call("handleInput", {std::to_string(playerId), std::string(1, input)});
if (input == 'q')
{
running = false;
}
}
}
int GameClient::addPlayer()
{
auto res = client.call("addPlayer", {});
return std::stoi(res);
}
void GameClient::removePlayer()
{
client.call("removePlayer", {std::to_string(playerId)});
}
}

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@ -0,0 +1,29 @@
#ifndef GAME_CLIENT_HPP
#define GAME_CLIENT_HPP
#include <Client.hpp>
namespace ConsoleGame
{
class GameClient
{
public:
/**
* Create and start new game client. This is a blocking call.
*/
GameClient(std::string host, int port);
private:
eRPC::Client client;
int playerId;
bool running = true;
void renderLoop();
void inputLoop();
int addPlayer();
void removePlayer();
};
}
#endif // GAME_CLIENT_HPP

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@ -0,0 +1,79 @@
#include "GameServer.hpp"
namespace ConsoleGame
{
GameServer::GameServer(int port, int width, int height, std::string fill) : server(port), state(width, height, fill)
{
server.bindMethod("handleInput", std::bind(&GameServer::rpc_handleInput, this, std::placeholders::_1));
server.bindMethod("draw", std::bind(&GameServer::rpc_draw, this, std::placeholders::_1));
server.bindMethod("addPlayer", std::bind(&GameServer::rpc_addPlayer, this, std::placeholders::_1));
server.bindMethod("removePlayer", std::bind(&GameServer::rpc_removePlayer, this, std::placeholders::_1));
server.start();
}
void GameServer::handleInput(int playerId, char input)
{
std::pair<int, int> playerPos = state.getPlayerPosition(playerId);
switch (input)
{
case 'w':
playerPos.second--;
break;
case 's':
playerPos.second++;
break;
case 'a':
playerPos.first--;
break;
case 'd':
playerPos.first++;
break;
case 'q':
state.removePlayer(playerId);
return;
default:
return;
}
state.movePlayer(playerId, playerPos);
}
std::pair<bool, std::string> GameServer::rpc_handleInput(std::vector<std::string> args)
{
if (args.size() != 2)
{
return {false, "Invalid number of arguments"};
}
int playerId = std::stoi(args[0]);
char input = args[1][0];
handleInput(playerId, input);
return {true, ""};
}
std::pair<bool, std::string> GameServer::rpc_draw(std::vector<std::string> args)
{
return {true, state.draw()};
}
std::pair<bool, std::string> GameServer::rpc_addPlayer(std::vector<std::string> args)
{
return {true, std::to_string(state.addPlayer())};
}
std::pair<bool, std::string> GameServer::rpc_removePlayer(std::vector<std::string> args)
{
if (args.size() != 1)
{
return {false, "Invalid number of arguments"};
}
state.removePlayer(std::stoi(args[0]));
return {true, ""};
}
}

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@ -0,0 +1,32 @@
#ifndef GAME_SERVER_HPP
#define GAME_SERVER_HPP
#include "GameState.hpp"
#include <Server.hpp>
namespace ConsoleGame
{
class GameServer
{
public:
/**
* Create and start new game server. This is a blocking call.
*/
GameServer(int port, int width, int height, std::string fill = "#");
private:
GameState state;
eRPC::Server server;
void handleInput(int playerId, char input);
// RPC method bindings
std::pair<bool, std::string> rpc_handleInput(std::vector<std::string> args);
std::pair<bool, std::string> rpc_draw(std::vector<std::string> args);
std::pair<bool, std::string> rpc_addPlayer(std::vector<std::string> args);
std::pair<bool, std::string> rpc_removePlayer(std::vector<std::string> args);
};
}
#endif // GAME_SERVER_HPP

View File

@ -68,11 +68,11 @@ namespace ConsoleGame
return players[id].getPosition();
}
void GameState::draw()
std::string GameState::draw()
{
std::lock_guard<std::mutex> lock(mutex);
board.draw();
return board.draw();
}
bool GameState::isRunning()

View File

@ -13,7 +13,7 @@ namespace ConsoleGame
class GameState
{
public:
GameState(int width, int heigh, std::string fill = "#");
GameState(int width, int height, std::string fill = "#");
/**
* Add a player to the game
@ -44,7 +44,7 @@ namespace ConsoleGame
/**
* Draw the game board
*/
void draw();
std::string draw();
/**
* Check if the game is running

View File

@ -1,80 +1,8 @@
#include "GameState.hpp"
#include "GameServer.hpp"
#include "GameClient.hpp"
#include <unistd.h>
#include <thread>
#include <conio.hpp>
#include <Server.hpp>
#include <Client.hpp>
#include <iostream>
ConsoleGame::GameState gameState(20, 10);
void inputLoop(int playerId)
{
while (gameState.isRunning())
{
char c = conio::getch();
auto position = gameState.getPlayerPosition(playerId);
switch (c)
{
case 'w':
gameState.movePlayer(playerId, {position.first, position.second - 1});
break;
case 'a':
gameState.movePlayer(playerId, {position.first - 1, position.second});
break;
case 's':
gameState.movePlayer(playerId, {position.first, position.second + 1});
break;
case 'd':
gameState.movePlayer(playerId, {position.first + 1, position.second});
break;
case 'q':
gameState.stop();
break;
case 'p':
gameState.addPlayer();
break;
}
}
}
void renderLoop()
{
std::cout << "\033[2J"; // Clear the screen
while (gameState.isRunning())
{
gameState.draw();
usleep(100000); // Sleep for 100ms
}
}
std::pair<bool, std::string> movePlayer(std::vector<std::string> args)
{
int playerId = std::stoi(args[0]);
int x = std::stoi(args[1]);
int y = std::stoi(args[2]);
//gameState.movePlayer(playerId, {x, y});
std::cout << "Player " << playerId << " moved to (" << x << ", " << y << ")" << std::endl;
return {true, "Move Successful"};
}
std::pair<bool, std::string> echo(std::vector<std::string> args)
{
for (auto arg : args)
{
std::cout << arg << " ";
}
std::cout << std::endl;
return {true, ""};
}
int main(int argc, char **argv)
{
if (argc < 4)
@ -89,21 +17,11 @@ int main(int argc, char **argv)
if (mode == "server")
{
eRPC::Server server(port);
server.bindMethod("movePlayer", movePlayer);
server.bindMethod("echo", echo);
server.start();
ConsoleGame::GameServer server(port, 20, 10, "#");
}
else if (mode == "client")
{
eRPC::Client client(host, port);
client.call("echo", {"Hello", "World"});
client.call("movePlayer", {"1", "5", "5"});
client.call("movePlayer", {"1", "6", "6"});
auto ret = client.call("echo", {"Goodbye", "World"});
std::cout << "Result: " << ret << std::endl;
ConsoleGame::GameClient client(host, port);
}
else
{
@ -111,13 +29,5 @@ int main(int argc, char **argv)
return EXIT_FAILURE;
}
// int playerId = gameState.addPlayer();
// std::thread inputThread(inputLoop, playerId);
// std::thread renderThread(renderLoop);
// inputThread.join();
// renderThread.join();
return EXIT_SUCCESS;
}