Files
SteamworksSDK/SteamworksExample/SpaceWarClient.cpp
T
Riley Labrecque 1383b358e4 v1.00
2016-07-07 05:54:47 -06:00

1313 lines
42 KiB
C++

//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Main class for the space war game client
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include "SpaceWarClient.h"
#include "SpaceWarServer.h"
#include "MainMenu.h"
#include "QuitMenu.h"
#include "stdlib.h"
#include "time.h"
#include "ServerBrowser.h"
#include "Lobby.h"
CSpaceWarClient *g_pSpaceWarClient = NULL;
CSpaceWarClient* SpaceWarClient() { return g_pSpaceWarClient; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSpaceWarClient::CSpaceWarClient( CGameEngine *pGameEngine, CSteamID steamIDUser ) :
m_SocketStatusCallback( this, &CSpaceWarClient::OnSocketStatusCallback ),
m_LobbyCreatedCallback( this, &CSpaceWarClient::OnLobbyCreated ),
m_LobbyEnteredCallback( this, &CSpaceWarClient::OnLobbyEntered ),
m_LobbyGameCreated( this, &CSpaceWarClient::OnLobbyGameCreated )
{
g_pSpaceWarClient = this;
m_pGameEngine = pGameEngine;
m_eGameState = k_EClientGameMenu;
m_uPlayerWhoWonGame = 0;
m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
m_ulLastNetworkDataReceivedTime = 0;
m_pServer = NULL;
m_uPlayerShipIndex = 0;
m_SteamIDLocalUser = steamIDUser;
m_eConnectedStatus = k_EClientNotConnected;
m_hSocketClient = NULL;
m_bCreatingLobby = false;
m_bTransitionedGameState = false;
m_rgchErrorText[0] = 0;
m_unServerIP = 0;
m_usServerPort = 0;
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
m_rguPlayerScores[i] = 0;
m_rgpShips[i] = NULL;
}
// Seed random num generator
srand( (uint32)time( NULL ) );
m_hHUDFont = pGameEngine->HCreateFont( HUD_FONT_HEIGHT, FW_BOLD, false, "Arial" );
if ( !m_hHUDFont )
OutputDebugString( "HUD font was not created properly, text won't draw\n" );
m_hInstructionsFont = pGameEngine->HCreateFont( INSTRUCTIONS_FONT_HEIGHT, FW_BOLD, false, "Arial" );
if ( !m_hHUDFont )
OutputDebugString( "HUD font was not created properly, text won't draw\n" );
// Initialize starfield
m_pStarField = new CStarField( pGameEngine );
// Initialize main menu
m_pMainMenu = new CMainMenu( pGameEngine );
// Initialize pause menu
m_pQuitMenu = new CQuitMenu( pGameEngine );
// Initialize sun
m_pSun = new CSun( pGameEngine );
// Create matchmaking menus
m_pServerBrowser = new CServerBrowser( m_pGameEngine );
m_pLobbyBrowser = new CLobbyBrowser( m_pGameEngine );
m_pLobby = new CLobby( m_pGameEngine );
// Init stats
m_pStatsAndAchievements = new CStatsAndAchievements( pGameEngine );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSpaceWarClient::~CSpaceWarClient()
{
DisconnectFromServer();
if ( m_pServer )
{
delete m_pServer;
m_pServer = NULL;
}
if ( m_pStarField )
delete m_pStarField;
if ( m_pMainMenu )
delete m_pMainMenu;
if ( m_pQuitMenu )
delete m_pQuitMenu;
if ( m_pSun )
delete m_pSun;
if ( m_pStatsAndAchievements )
delete m_pStatsAndAchievements;
if ( m_pServerBrowser )
delete m_pServerBrowser;
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
{
delete m_rgpShips[i];
m_rgpShips[i] = NULL;
}
}
// Close down our socket if it appears to be valid
if ( m_hSocketClient )
{
SteamNetworking()->DestroySocket( m_hSocketClient, true );
m_hSocketClient = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Tell the connected server we are disconnecting (if we are connected)
//-----------------------------------------------------------------------------
void CSpaceWarClient::DisconnectFromServer()
{
if ( m_eConnectedStatus != k_EClientNotConnected )
{
SteamUser()->TerminateGameConnection( m_unServerIP, m_usServerPort );
MsgClientLeavingServer_t msg;
BSendServerData( (char*)&msg, sizeof(msg), true );
m_eConnectedStatus = k_EClientNotConnected;
}
}
//-----------------------------------------------------------------------------
// Purpose: Receive basic server info from the server after we initiate a connection
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnReceiveServerInfo( CSteamID steamIDGameServer, bool bVACSecure, const char *pchServerName )
{
m_eConnectedStatus = k_EClientConnectedPendingAuthentication;
m_pQuitMenu->SetHeading( pchServerName );
MsgClientBeginAuthentication_t msg;
msg.m_ulSteamID = SteamUser()->GetSteamID().ConvertToUint64();
msg.m_uTokenLen = SteamUser()->InitiateGameConnection( (void*)&msg.m_rgchToken, ARRAYSIZE( msg.m_rgchToken ), steamIDGameServer, CGameID( SteamUtils()->GetAppID() ), m_unServerIP, m_usServerPort, bVACSecure );
if ( msg.m_uTokenLen < 1 )
OutputDebugString( "Warning: Looks like InitiateGameConnection didn't give us a good token\n" );
BSendServerData( (char*)&msg, sizeof(msg), true );
}
//-----------------------------------------------------------------------------
// Purpose: Receive an authentication response from the server
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnReceiveServerAuthenticationResponse( bool bSuccess, uint32 uPlayerPosition )
{
if ( !bSuccess )
{
SetConnectionFailureText( "Connection failure.\nMultiplayer authentication failed\n" );
SetGameState( k_EClientGameConnectionFailure );
DisconnectFromServer();
}
else
{
// Is this a duplicate message? If so ignore it...
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated && m_uPlayerShipIndex == uPlayerPosition )
return;
m_uPlayerShipIndex = uPlayerPosition;
m_eConnectedStatus = k_EClientConnectedAndAuthenticated;
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles receiving a state update from the game server
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnReceiveServerUpdate( ServerSpaceWarUpdateData_t UpdateData )
{
// Update our client state based on what the server tells us
switch( UpdateData.m_eCurrentGameState )
{
case k_EServerWaitingForPlayers:
if ( m_eGameState == k_EClientGameQuitMenu )
break;
else if (m_eGameState == k_EClientGameMenu )
break;
else if ( m_eGameState == k_EClientGameExiting )
break;
SetGameState( k_EClientGameWaitingForPlayers );
break;
case k_EServerActive:
if ( m_eGameState == k_EClientGameQuitMenu )
break;
else if (m_eGameState == k_EClientGameMenu )
break;
else if ( m_eGameState == k_EClientGameExiting )
break;
SetGameState( k_EClientGameActive );
break;
case k_EServerDraw:
if ( m_eGameState == k_EClientGameQuitMenu )
break;
else if ( m_eGameState == k_EClientGameMenu )
break;
else if ( m_eGameState == k_EClientGameExiting )
break;
SetGameState( k_EClientGameDraw );
break;
case k_EServerWinner:
if ( m_eGameState == k_EClientGameQuitMenu )
break;
else if ( m_eGameState == k_EClientGameMenu )
break;
else if ( m_eGameState == k_EClientGameExiting )
break;
SetGameState( k_EClientGameWinner );
break;
case k_EServerExiting:
if ( m_eGameState == k_EClientGameExiting )
break;
SetGameState( k_EClientGameMenu );
break;
}
// Update scores
memcpy( m_rguPlayerScores, UpdateData.m_rgPlayerScores, sizeof( m_rguPlayerScores ) );
// Update who won last
m_uPlayerWhoWonGame = UpdateData.m_uPlayerWhoWonGame;
// Update the ships
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
// Update steamid array with data from server
m_rgSteamIDPlayers[i].SetFromUint64( UpdateData.m_rgPlayerSteamIDs[i] );
if ( UpdateData.m_rgPlayersActive[i] )
{
// Check if we have a ship created locally for this player slot, if not create it
if ( !m_rgpShips[i] )
{
m_rgpShips[i] = new CShip( m_pGameEngine, false, UpdateData.m_rgShipData[i].m_flXPosition, UpdateData.m_rgShipData[i].m_flYPosition, g_rgPlayerColors[i] );
if ( i == m_uPlayerShipIndex )
{
// If this is our local ship, then setup key bindings appropriately
m_rgpShips[i]->SetVKBindingLeft( 0x41 ); // A key
m_rgpShips[i]->SetVKBindingRight( 0x44 ); // D key
m_rgpShips[i]->SetVKBindingForwardThrusters( 0x57 ); // W key
m_rgpShips[i]->SetVKBindingReverseThrusters( 0x53 ); // S key
m_rgpShips[i]->SetVKBindingFire( VK_SPACE );
}
}
if ( i == m_uPlayerShipIndex )
m_rgpShips[i]->SetIsLocalPlayer( true );
else
m_rgpShips[i]->SetIsLocalPlayer( false );
m_rgpShips[i]->OnReceiveServerUpdate( UpdateData.m_rgShipData[i] );
}
else
{
// Make sure we don't have a ship locally for this slot
if ( m_rgpShips[i] )
{
delete m_rgpShips[i];
m_rgpShips[i] = NULL;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Used to transition game state
//-----------------------------------------------------------------------------
void CSpaceWarClient::SetGameState( EClientGameState eState )
{
if ( m_eGameState == eState )
return;
m_bTransitionedGameState = true;
m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
m_eGameState = eState;
// Let the stats handler check the state (so it can detect wins, losses, etc...)
m_pStatsAndAchievements->OnGameStateChange( eState );
}
//-----------------------------------------------------------------------------
// Purpose: Used to transition game state
//-----------------------------------------------------------------------------
void CSpaceWarClient::SetConnectionFailureText( const char *pchErrorText )
{
_snprintf( m_rgchErrorText, sizeof( m_rgchErrorText ), "%s", pchErrorText );
}
//-----------------------------------------------------------------------------
// Purpose: Send data to the current server
//-----------------------------------------------------------------------------
bool CSpaceWarClient::BSendServerData( char *pData, uint32 nSizeOfData, bool bSendReliably )
{
if ( !SteamNetworking()->SendDataOnSocket( m_hSocketClient, pData, nSizeOfData, bSendReliably ) )
{
OutputDebugString( "Failed sending data to server\n" );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Initiates a connection to a server
//-----------------------------------------------------------------------------
void CSpaceWarClient::InitiateServerConnection( uint32 unServerAddress, const int32 nPort )
{
if ( m_eGameState == k_EClientInLobby && m_steamIDLobby.IsValid() )
{
SteamMatchmaking()->LeaveLobby( m_steamIDLobby );
}
SetGameState( k_EClientGameConnecting );
// Update when we last retried the connection, as well as the last packet received time so we won't timeout too soon,
// and so we will retry at appropriate intervals if packets drop
m_ulLastNetworkDataReceivedTime = m_ulLastConnectionAttemptRetryTime = m_pGameEngine->GetGameTickCount();
// Create UDP socket for the client to talk to the server over
m_hSocketClient = SteamNetworking()->CreateConnectionSocket( unServerAddress, nPort, 10 );
if ( !m_hSocketClient )
{
OutputDebugString( "Failed creating socket for CSpaceWarClient -- won't be able to talk to server\n" );
}
// wait for the callback before initiating connection
}
//-----------------------------------------------------------------------------
// Purpose: Initiates a connection to a server via P2P (NAT-traversing) connection
//-----------------------------------------------------------------------------
void CSpaceWarClient::InitiateServerConnection( CSteamID steamIDGameServer )
{
if ( m_eGameState == k_EClientInLobby && m_steamIDLobby.IsValid() )
{
SteamMatchmaking()->LeaveLobby( m_steamIDLobby );
}
SetGameState( k_EClientGameConnecting );
// Update when we last retried the connection, as well as the last packet received time so we won't timeout too soon,
// and so we will retry at appropriate intervals if packets drop
m_ulLastNetworkDataReceivedTime = m_ulLastConnectionAttemptRetryTime = m_pGameEngine->GetGameTickCount();
// Create UDP socket for the client to talk to the server over
m_hSocketClient = SteamNetworking()->CreateP2PConnectionSocket( steamIDGameServer, 0, 10 );
if ( !m_hSocketClient )
{
OutputDebugString( "Failed creating socket for CSpaceWarClient -- won't be able to talk to server\n" );
}
// wait for the callback before initiating connection
}
//-----------------------------------------------------------------------------
// Purpose: steam callback, trigger when our connection state changes
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnSocketStatusCallback( SocketStatusCallback_t *pCallback )
{
// make sure the callback is for our socket
if ( pCallback->m_hSocket != m_hSocketClient )
return;
// Update out network data received time even though we haven't really received anything yet,
// this will help us make sure we don't time out prematurely during the handshake
m_ulLastNetworkDataReceivedTime = m_pGameEngine->GetGameTickCount();
// if we've finished connecting to the server, send the connect message
if ( pCallback->m_eSNetSocketState == k_ESNetSocketStateConnected )
{
MsgClientInitiateConnection_t msg;
BSendServerData( (char*)&msg, sizeof( msg ), true );
}
// handling being disconnect from the server signal via network breakage, or the remote end dying
if ( pCallback->m_eSNetSocketState == k_ESNetSocketStateRemoteEndDisconnected
|| pCallback->m_eSNetSocketState == k_ESNetSocketStateConnectionBroken )
{
OnReceiveServerExiting();
m_hSocketClient = NULL;
}
if ( pCallback->m_eSNetSocketState >= k_ESNetSocketStateDisconnecting )
{
m_hSocketClient = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Receives incoming network data
//-----------------------------------------------------------------------------
void CSpaceWarClient::ReceiveNetworkData()
{
if ( !m_hSocketClient )
return;
char rgchRecvBuf[MAX_SPACEWAR_PACKET_SIZE];
char *pchRecvBuf = rgchRecvBuf;
uint32 cubMsgSize;
while ( 1 )
{
// reset the receive buffer
if ( pchRecvBuf != rgchRecvBuf )
{
free( pchRecvBuf );
pchRecvBuf = rgchRecvBuf;
}
// see if there is any data waiting on the socket
if ( !SteamNetworking()->RetrieveDataFromSocket( m_hSocketClient, rgchRecvBuf, sizeof( rgchRecvBuf ), &cubMsgSize ) )
break;
// not enough space in buffer, so message won't have been popped off of list
// alloc custom size and try again
if ( cubMsgSize > sizeof(rgchRecvBuf) )
{
pchRecvBuf = (char *)malloc( cubMsgSize );
SteamNetworking()->RetrieveDataFromSocket( m_hSocketClient, pchRecvBuf, cubMsgSize, &cubMsgSize );
}
m_ulLastNetworkDataReceivedTime = m_pGameEngine->GetGameTickCount();
// make sure we're connected
if ( m_eConnectedStatus == k_EClientNotConnected && m_eGameState != k_EClientGameConnecting )
continue;
if ( cubMsgSize < sizeof( EMessage ) )
{
OutputDebugString( "Got garbage on client socket, too short\n" );
}
EMessage *pEMsg = (EMessage*)pchRecvBuf;
switch ( *pEMsg )
{
case k_EMsgServerSendInfo:
{
if ( cubMsgSize != sizeof( MsgServerSendInfo_t ) )
{
OutputDebugString ("Bad server info msg\n" );
continue;
}
MsgServerSendInfo_t *pMsg = (MsgServerSendInfo_t*)pchRecvBuf;
// pull the IP address of the user from the socket
SteamNetworking()->GetSocketInfo( m_hSocketClient, NULL, NULL, &m_unServerIP, &m_usServerPort );
OnReceiveServerInfo( CSteamID( pMsg->m_ulSteamIDServer ), pMsg->m_bIsVACSecure, pMsg->m_rgchServerName );
}
break;
case k_EMsgServerPassAuthentication:
{
if ( cubMsgSize != sizeof( MsgServerPassAuthentication_t ) )
{
OutputDebugString( "Bad accept connection msg\n" );
continue;
}
MsgServerPassAuthentication_t *pMsg = (MsgServerPassAuthentication_t*)pchRecvBuf;
// Our game client doesn't really care about whether the server is secure, or what its
// steamID is, but if it did we would pass them in here as they are part of the accept message
OnReceiveServerAuthenticationResponse( true, pMsg->m_uPlayerPosition );
}
break;
case k_EMsgServerFailAuthentication:
{
OnReceiveServerAuthenticationResponse( false, 0 );
}
break;
case k_EMsgServerUpdateWorld:
{
if ( cubMsgSize != sizeof( MsgServerUpdateWorld_t ) )
{
OutputDebugString( "Bad server world update msg\n" );
continue;
}
MsgServerUpdateWorld_t *pMsg = (MsgServerUpdateWorld_t*)pchRecvBuf;
OnReceiveServerUpdate( pMsg->m_ServerUpdateData );
}
break;
case k_EMsgServerExiting:
{
if ( cubMsgSize != sizeof( MsgServerExiting_t ) )
{
OutputDebugString( "Bad server exiting msg\n" );
}
OnReceiveServerExiting();
}
break;
default:
OutputDebugString( "Unhandled message from server\n" );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle the server telling us it is exiting
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnReceiveServerExiting()
{
if ( m_eGameState != k_EClientGameActive )
return;
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated )
SteamUser()->TerminateGameConnection( m_unServerIP, m_usServerPort );
m_eConnectedStatus = k_EClientNotConnected;
SetConnectionFailureText( "Game server has exited." );
SetGameState( k_EClientGameConnectionFailure );
}
//-----------------------------------------------------------------------------
// Purpose: Finishes up entering a lobby of our own creation
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnLobbyCreated( LobbyCreated_t *pCallback )
{
if ( m_eGameState != k_EClientCreatingLobby )
return;
// record which lobby we're in
if ( pCallback->m_eResult == k_EResultOK )
{
// success
// now we just need to wait to join the job we just created
SetGameState( k_EClientJoiningLobby );
m_steamIDLobby = pCallback->m_ulSteamIDLobby;
}
else
{
// failed, show error
SetConnectionFailureText( "Failed to create lobby (lost connection to Steam back-end servers." );
SetGameState( k_EClientGameConnectionFailure );
}
}
//-----------------------------------------------------------------------------
// Purpose: Finishes up entering a lobby
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnLobbyEntered( LobbyEnter_t *pCallback )
{
if ( m_eGameState != k_EClientJoiningLobby )
return;
// success
// move forward the state
SetGameState( k_EClientInLobby );
m_steamIDLobby = pCallback->m_ulSteamIDLobby;
m_pLobby->SetLobbySteamID( m_steamIDLobby );
// set the name of the lobby if it's ours
if ( m_bCreatingLobby )
{
m_bCreatingLobby = false;
char rgchLobbyName[256];
_snprintf( rgchLobbyName, sizeof( rgchLobbyName ), "%s's lobby", SteamFriends()->GetPersonaName() );
SteamMatchmaking()->SetLobbyData( m_steamIDLobby, "name", rgchLobbyName );
}
}
//-----------------------------------------------------------------------------
// Purpose: Joins a game from a lobby
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnLobbyGameCreated( LobbyGameCreated_t *pCallback )
{
if ( m_eGameState != k_EClientInLobby )
return;
// join the game server specified, via whichever method we can
if ( CSteamID( pCallback->m_ulSteamIDGameServer ).IsValid() )
{
InitiateServerConnection( CSteamID( pCallback->m_ulSteamIDGameServer ) );
}
else
{
// fall back to using the IP address directly
InitiateServerConnection( pCallback->m_unIP, pCallback->m_usPort );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles menu actions in a lobby
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnMenuSelection( LobbyMenuItem_t selection )
{
if ( selection.m_bLeaveLobby )
{
// leave the lobby
SteamMatchmaking()->LeaveLobby( m_steamIDLobby );
m_steamIDLobby = CSteamID();
// return to main menu
SetGameState( k_EClientGameMenu );
}
else if ( selection.m_bToggleReadyState )
{
// update our state
bool bOldState = ( 1 == atoi( SteamMatchmaking()->GetLobbyMemberData( m_steamIDLobby, SteamUser()->GetSteamID(), "ready" ) ) );
bool bNewState = !bOldState;
// publish to everyone
SteamMatchmaking()->SetLobbyMemberData( m_steamIDLobby, "ready", bNewState ? "1" : "0" );
}
else if ( selection.m_bStartGame )
{
// make sure we're not already starting a server
if ( m_pServer )
return;
// broadcast to everyone in the lobby that the game is starting
SteamMatchmaking()->SetLobbyData( m_steamIDLobby, "game_starting", "1" );
// start a local game server
m_pServer = new CSpaceWarServer( m_pGameEngine );
// we'll have to wait until the game server connects to the Steam server back-end
// before telling all the lobby members to join (so that the NAT traversal code has a path to contact the game server)
OutputDebugString( "Game server being created; game will start soon.\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose: does work on transitioning from one game state to another
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnGameStateChanged( EClientGameState eGameStateNew )
{
if ( m_eGameState == k_EClientFindInternetServers )
{
// If we are just opening the find servers screen, then start a refresh
m_pServerBrowser->RefreshInternetServers();
}
else if ( m_eGameState == k_EClientFindLANServers )
{
m_pServerBrowser->RefreshLANServers();
}
else if ( m_eGameState == k_EClientCreatingLobby )
{
// start creating the lobby
if ( !m_bCreatingLobby )
{
m_bCreatingLobby = true;
// ask steam to create a lobby
SteamMatchmaking()->CreateLobby( false /* public lobby, anyone can find it */ );
// result is returned through LobbyCreated_t callback, wait for that
}
}
else if ( m_eGameState == k_EClientFindLobby )
{
m_pLobbyBrowser->Refresh();
}
else if ( m_eGameState == k_EClientGameMenu )
{
// we've switched out to the main menu
// Tell the server we have left if we are connected
DisconnectFromServer();
// shut down any server we were running
if ( m_pServer )
{
delete m_pServer;
m_pServer = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Main frame function, updates the state of the world and performs rendering
//-----------------------------------------------------------------------------
void CSpaceWarClient::RunFrame()
{
// Get any new data off the network to begin with
ReceiveNetworkData();
if ( m_eConnectedStatus != k_EClientNotConnected && m_pGameEngine->GetGameTickCount() - m_ulLastNetworkDataReceivedTime > MILLISECONDS_CONNECTION_TIMEOUT )
{
SetConnectionFailureText( "Game server connection failure." );
DisconnectFromServer(); // cleanup on our side, even though server won't get our disconnect msg
SetGameState( k_EClientGameConnectionFailure );
}
// Check if escape has been pressed, we'll use that info in a couple places below
bool bEscapePressed = false;
if ( m_pGameEngine->BIsKeyDown( VK_ESCAPE ) )
{
static uint64 m_ulLastESCKeyTick = 0;
uint64 ulCurrentTickCount = m_pGameEngine->GetGameTickCount();
if ( ulCurrentTickCount - 250 > m_ulLastESCKeyTick )
{
m_ulLastESCKeyTick = ulCurrentTickCount;
bEscapePressed = true;
}
}
// Run Steam client callbacks
SteamAPI_RunCallbacks();
// For now, run stats/achievements every frame
m_pStatsAndAchievements->RunFrame();
// if we just transitioned state, perform on change handlers
if ( m_bTransitionedGameState )
{
m_bTransitionedGameState = false;
OnGameStateChanged( m_eGameState );
}
// Update state for everything
switch ( m_eGameState )
{
case k_EClientGameMenu:
m_pStarField->Render();
m_pMainMenu->RunFrame();
break;
case k_EClientFindInternetServers:
case k_EClientFindLANServers:
m_pStarField->Render();
m_pServerBrowser->RunFrame();
break;
case k_EClientCreatingLobby:
m_pStarField->Render();
// draw some text about creating lobby (may take a second or two)
break;
case k_EClientInLobby:
m_pStarField->Render();
// display the lobby
m_pLobby->RunFrame();
// see if we have a game server ready to play on
if ( m_pServer && m_pServer->IsConnectedToSteam() )
{
// server is up; tell everyone else to connect
SteamMatchmaking()->SetLobbyGameServer( m_steamIDLobby, m_pServer->GetIP(), m_pServer->GetPort(), m_pServer->GetSteamID() );
// start connecting ourself via localhost (this will automatically leave the lobby)
uint32 unIPAddress = ( 1 ) + ( 0 << 8 ) + ( 0 << 16 ) + ( 127 << 24 );
InitiateServerConnection( unIPAddress, m_pServer->GetPort() );
}
break;
case k_EClientFindLobby:
m_pStarField->Render();
// display the list of lobbies
m_pLobbyBrowser->RunFrame();
break;
case k_EClientJoiningLobby:
m_pStarField->Render();
// Draw text telling the user a connection attempt is in progress
DrawConnectionAttemptText();
// Check if we've waited too long and should time out the connection
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime > MILLISECONDS_CONNECTION_TIMEOUT )
{
SetConnectionFailureText( "Timed out connecting to lobby." );
SetGameState( k_EClientGameConnectionFailure );
}
break;
case k_EClientGameConnectionFailure:
m_pStarField->Render();
DrawConnectionFailureText();
if ( bEscapePressed )
SetGameState( k_EClientGameMenu );
break;
case k_EClientGameConnecting:
m_pStarField->Render();
// Draw text telling the user a connection attempt is in progress
DrawConnectionAttemptText();
// Check if we've waited too long and should time out the connection
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime > MILLISECONDS_CONNECTION_TIMEOUT )
{
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated )
SteamUser()->TerminateGameConnection( m_unServerIP, m_usServerPort );
SetConnectionFailureText( "Timed out connecting to game server" );
SetGameState( k_EClientGameConnectionFailure );
}
break;
case k_EClientGameQuitMenu:
m_pStarField->Render();
// Update all the entities (this is client side interpolation)...
m_pSun->RunFrame();
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->RunFrame();
}
// Now draw the menu
m_pQuitMenu->RunFrame();
break;
case k_EClientGameInstructions:
m_pStarField->Render();
DrawInstructions();
if ( bEscapePressed )
SetGameState( k_EClientGameMenu );
break;
case k_EClientStatsAchievements:
m_pStarField->Render();
m_pStatsAndAchievements->Render();
if ( bEscapePressed )
SetGameState( k_EClientGameMenu );
break;
case k_EClientGameStartServer:
m_pStarField->Render();
if ( !m_pServer )
{
m_pServer = new CSpaceWarServer( m_pGameEngine );
uint32 unIPAddress = ( 1 ) + ( 0 << 8 ) + ( 0 << 16 ) + ( 127 << 24 );
InitiateServerConnection( unIPAddress, SPACEWAR_SERVER_PORT );
}
else
{
OutputDebugString( "Server already started locally when in k_EClientGameStartServer state!\n" );
}
break;
case k_EClientGameDraw:
case k_EClientGameWinner:
case k_EClientGameWaitingForPlayers:
m_pStarField->Render();
// Update all the entities (this is client side interpolation)...
m_pSun->RunFrame();
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->RunFrame();
}
DrawHUDText();
DrawWinnerDrawOrWaitingText();
if ( bEscapePressed )
SetGameState( k_EClientGameQuitMenu );
break;
case k_EClientGameActive:
m_pStarField->Render();
// Update all the entities...
m_pSun->RunFrame();
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->RunFrame();
}
DrawHUDText();
m_pStatsAndAchievements->RunFrame();
if ( bEscapePressed )
SetGameState( k_EClientGameQuitMenu );
break;
case k_EClientGameExiting:
DisconnectFromServer();
m_pGameEngine->Shutdown();
return;
default:
OutputDebugString( "Unhandled game state in CSpaceWar::RunFrame\n" );
}
// Send an update on our local ship to the server
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated && m_rgpShips[ m_uPlayerShipIndex ] )
{
MsgClientSendLocalUpdate_t msg;
msg.m_uShipPosition = m_uPlayerShipIndex;
// If this fails, it probably just means its not time to send an update yet
if ( m_rgpShips[ m_uPlayerShipIndex ]->BGetClientUpdateData( &msg.m_ClientUpdateData ) )
BSendServerData( (char*)&msg, sizeof( msg ), false );
}
// If we've started a local server run it
if ( m_pServer )
{
m_pServer->RunFrame();
}
// Accumulate stats
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->AccumulateStats( m_pStatsAndAchievements );
}
// Render everything that might have been updated by the server
switch ( m_eGameState )
{
case k_EClientGameDraw:
case k_EClientGameWinner:
case k_EClientGameActive:
// Now render all the objects
m_pSun->Render();
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->Render();
}
break;
default:
// Any needed drawing was already done above before server updates
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws some HUD text indicating game status
//-----------------------------------------------------------------------------
void CSpaceWarClient::DrawHUDText()
{
// Padding from the edge of the screen for hud elements
const int32 nHudPadding = 15;
const int32 width = m_pGameEngine->GetViewportWidth();
const int32 height = m_pGameEngine->GetViewportHeight();
const int32 nAvatarWidth = 40; // scaled up from 32 which steam gives us
const int32 nAvatarHeight = 40;
const int32 nSpaceBetweenAvatarAndScore = 6;
LONG scorewidth = LONG((m_pGameEngine->GetViewportWidth() - nHudPadding*2.0f)/4.0f);
char rgchBuffer[256];
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
// Draw nothing in the spot for an inactive player
if ( !m_rgpShips[i] )
continue;
// We use Steam persona names for our players in-game name. To get these we
// just call SteamFriends()->GetFriendPersonaName() this call will work on friends,
// players on the same game server as us (if using the Steam game server auth API)
// and on ourself.
char rgchPlayerName[128];
if ( m_rgSteamIDPlayers[i].IsValid() )
{
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "%s", SteamFriends()->GetFriendPersonaName( m_rgSteamIDPlayers[i] ) );
}
else
{
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "Unknown Player" );
}
// We also want to use the Steam Avatar image inside the HUD if it is available.
// We look it up via GetFriendAvatar, which returns an image index we use
// to look up the actual RGBA data below.
int iImage = SteamFriends()->GetFriendAvatar( m_rgSteamIDPlayers[i] );
HGAMETEXTURE hTexture = GetSteamImageAsTexture( iImage );
RECT rect;
switch( i )
{
case 0:
rect.top = nHudPadding;
rect.bottom = rect.top+nAvatarHeight;
rect.left = nHudPadding;
rect.right = rect.left + scorewidth;
if ( hTexture )
{
m_pGameEngine->BDrawTexturedQuad( (float)rect.left, (float)rect.top, (float)rect.left+nAvatarWidth, (float)rect.bottom,
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
rect.left += nAvatarWidth + nSpaceBetweenAvatarAndScore;
rect.right += nAvatarWidth + nSpaceBetweenAvatarAndScore;
}
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u", rgchPlayerName, m_rguPlayerScores[i] );
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], DT_LEFT|DT_VCENTER, rgchBuffer );
break;
case 1:
rect.top = nHudPadding;
rect.bottom = rect.top+nAvatarHeight;
rect.left = width-nHudPadding-scorewidth;
rect.right = width-nHudPadding;
if ( hTexture )
{
m_pGameEngine->BDrawTexturedQuad( (float)rect.right - nAvatarWidth, (float)rect.top, (float)rect.right, (float)rect.bottom,
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
rect.right -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
rect.left -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
}
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u", rgchPlayerName, m_rguPlayerScores[i] );
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], DT_RIGHT|DT_VCENTER, rgchBuffer );
break;
case 2:
rect.top = height-nHudPadding-nAvatarHeight;
rect.bottom = rect.top+nAvatarHeight;
rect.left = nHudPadding;
rect.right = rect.left + scorewidth;
if ( hTexture )
{
m_pGameEngine->BDrawTexturedQuad( (float)rect.left, (float)rect.top, (float)rect.left+nAvatarWidth, (float)rect.bottom,
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
rect.right += nAvatarWidth + nSpaceBetweenAvatarAndScore;
rect.left += nAvatarWidth + nSpaceBetweenAvatarAndScore;
}
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u", rgchPlayerName, m_rguPlayerScores[i] );
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], DT_LEFT|DT_BOTTOM, rgchBuffer );
break;
case 3:
rect.top = height-nHudPadding-nAvatarHeight;
rect.bottom = rect.top+nAvatarHeight;
rect.left = width-nHudPadding-scorewidth;
rect.right = width-nHudPadding;
if ( hTexture )
{
m_pGameEngine->BDrawTexturedQuad( (float)rect.right - nAvatarWidth, (float)rect.top, (float)rect.right, (float)rect.bottom,
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
rect.right -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
rect.left -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
}
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u", rgchPlayerName, m_rguPlayerScores[i] );
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], DT_RIGHT|DT_BOTTOM, rgchBuffer );
break;
default:
OutputDebugString( "DrawHUDText() needs updating for more players\n" );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws some instructions on how to play the game
//-----------------------------------------------------------------------------
void CSpaceWarClient::DrawInstructions()
{
const int32 width = m_pGameEngine->GetViewportWidth();
RECT rect;
rect.top = 0;
rect.bottom = m_pGameEngine->GetViewportHeight();
rect.left = 0;
rect.right = width;
char rgchBuffer[256];
_snprintf( rgchBuffer, sizeof( rgchBuffer), "Turn Ship Left: 'A'\nTurn Ship Right: 'D'\nForward Thrusters: 'W'\nReverse Thrusters: 'S'\nFire Photon Beams: 'Space'" );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_VCENTER, rgchBuffer );
rect.left = 0;
rect.right = width;
rect.top = LONG(m_pGameEngine->GetViewportHeight() * 0.7);
rect.bottom = m_pGameEngine->GetViewportHeight();
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Press ESC to return to the Main Menu" );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_TOP, rgchBuffer );
}
//-----------------------------------------------------------------------------
// Purpose: Draws some text indicating a connection attempt is in progress
//-----------------------------------------------------------------------------
void CSpaceWarClient::DrawConnectionAttemptText()
{
const int32 width = m_pGameEngine->GetViewportWidth();
RECT rect;
rect.top = 0;
rect.bottom = m_pGameEngine->GetViewportHeight();
rect.left = 0;
rect.right = width;
// Figure out how long we are still willing to wait for success
uint32 uSecondsLeft = (MILLISECONDS_CONNECTION_TIMEOUT - uint32(m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime ))/1000;
char rgchTimeoutString[256];
if ( uSecondsLeft < 25 )
_snprintf( rgchTimeoutString, sizeof( rgchTimeoutString ), ", timeout in %u...\n", uSecondsLeft );
else
_snprintf( rgchTimeoutString, sizeof( rgchTimeoutString ), "...\n" );
char rgchBuffer[256];
if ( m_eGameState == k_EClientJoiningLobby )
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Connecting to lobby%s", rgchTimeoutString );
else
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Connecting to server%s", rgchTimeoutString );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_VCENTER, rgchBuffer );
}
//-----------------------------------------------------------------------------
// Purpose: Draws some text indicating a connection failure
//-----------------------------------------------------------------------------
void CSpaceWarClient::DrawConnectionFailureText()
{
const int32 width = m_pGameEngine->GetViewportWidth();
RECT rect;
rect.top = 0;
rect.bottom = m_pGameEngine->GetViewportHeight();
rect.left = 0;
rect.right = width;
char rgchBuffer[256];
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\n", m_rgchErrorText );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_VCENTER, rgchBuffer );
rect.left = 0;
rect.right = width;
rect.top = LONG(m_pGameEngine->GetViewportHeight() * 0.7);
rect.bottom = m_pGameEngine->GetViewportHeight();
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Press ESC to return to the Main Menu" );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_TOP, rgchBuffer );
}
//-----------------------------------------------------------------------------
// Purpose: Draws some text about who just won (or that there was a draw)
//-----------------------------------------------------------------------------
void CSpaceWarClient::DrawWinnerDrawOrWaitingText()
{
int nSecondsToRestart = ((MILLISECONDS_BETWEEN_ROUNDS - (int)(m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime) )/1000) + 1;
RECT rect;
rect.top = 0;
rect.bottom = int(m_pGameEngine->GetViewportHeight()*0.6f);
rect.left = 0;
rect.right = m_pGameEngine->GetViewportWidth();
char rgchBuffer[256];
if ( m_eGameState == k_EClientGameWaitingForPlayers )
{
_snprintf( rgchBuffer, sizeof( rgchBuffer), "Server is waiting for players.\n\nStarting in %d seconds...", nSecondsToRestart );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_VCENTER, rgchBuffer );
}
else if ( m_eGameState == k_EClientGameDraw )
{
_snprintf( rgchBuffer, sizeof( rgchBuffer), "The round is a draw!\n\nStarting again in %d seconds...", nSecondsToRestart );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_VCENTER, rgchBuffer );
}
else if ( m_eGameState == k_EClientGameWinner )
{
if ( m_uPlayerWhoWonGame < 0 || m_uPlayerWhoWonGame >= MAX_PLAYERS_PER_SERVER )
{
OutputDebugString( "Invalid winner value\n" );
return;
}
char rgchPlayerName[128];
if ( m_rgSteamIDPlayers[m_uPlayerWhoWonGame].IsValid() )
{
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "%s", SteamFriends()->GetFriendPersonaName( m_rgSteamIDPlayers[m_uPlayerWhoWonGame] ) );
}
else
{
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "Unknown Player" );
}
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s wins!\n\nStarting again in %d seconds...", rgchPlayerName, nSecondsToRestart );
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), DT_CENTER|DT_VCENTER, rgchBuffer );
}
}
//-----------------------------------------------------------------------------
// Purpose: Did we win the last game?
//-----------------------------------------------------------------------------
bool CSpaceWarClient::BLocalPlayerWonLastGame()
{
if ( m_eGameState == k_EClientGameWinner )
{
if ( m_uPlayerWhoWonGame < 0 || m_uPlayerWhoWonGame >= MAX_PLAYERS_PER_SERVER )
{
// ur
return false;
}
if ( m_rgpShips[m_uPlayerWhoWonGame] && m_rgpShips[m_uPlayerWhoWonGame]->BIsLocalPlayer() )
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Scale pixel sizes to "real" sizes
//-----------------------------------------------------------------------------
float CSpaceWarClient::PixelsToFeet( float flPixels )
{
// This game is actual size! (at 72dpi) LOL
// Those are very tiny ships, and an itty bitty neutron star
float flReturn = ( flPixels / 72 ) / 12;
return flReturn;
}
//-----------------------------------------------------------------------------
// Purpose: Get a specific Steam image RGBA as a game texture
//-----------------------------------------------------------------------------
HGAMETEXTURE CSpaceWarClient::GetSteamImageAsTexture( int iImage )
{
HGAMETEXTURE hTexture = NULL;
// iImage of 0 from steam means no avatar is set
if ( iImage )
{
std::map<int, HGAMETEXTURE>::iterator iter;
iter = m_MapSteamImagesToTextures.find( iImage );
if ( iter == m_MapSteamImagesToTextures.end() )
{
// We haven't created a texture for this image index yet, do so now
// Get the image size from Steam, making sure it looks valid afterwards
uint32 uAvatarWidth, uAvatarHeight;
SteamUtils()->GetImageSize( iImage, &uAvatarWidth, &uAvatarHeight );
if ( uAvatarWidth > 0 && uAvatarHeight > 0 )
{
// Get the actual raw RGBA data from Steam and turn it into a texture in our game engine
byte *pAvatarRGBA = new byte[ uAvatarWidth * uAvatarHeight * 4];
SteamUtils()->GetImageRGBA( iImage, (uint8*)pAvatarRGBA, uAvatarWidth * uAvatarHeight * 4 );
hTexture = m_pGameEngine->HCreateTexture( pAvatarRGBA, uAvatarWidth, uAvatarHeight );
delete[] pAvatarRGBA;
if ( hTexture )
{
m_MapSteamImagesToTextures[ iImage ] = hTexture;
}
}
}
else
{
hTexture = iter->second;
}
}
return hTexture;
}