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-rw-r--r--src/networked_entities/.sconsign.dblitebin0 -> 24832 bytes
-rw-r--r--src/networked_entities/SConstruct109
-rw-r--r--src/networked_entities/gdlibrary.cpp15
-rw-r--r--src/networked_entities/gdlibrary.osbin0 -> 178856 bytes
-rw-r--r--src/networked_entities/networked_machine.cpp77
-rw-r--r--src/networked_entities/networked_machine.h42
-rw-r--r--src/networked_entities/networked_machine.osbin0 -> 258600 bytes
7 files changed, 243 insertions, 0 deletions
diff --git a/src/networked_entities/.sconsign.dblite b/src/networked_entities/.sconsign.dblite
new file mode 100644
index 0000000..e2d33d4
--- /dev/null
+++ b/src/networked_entities/.sconsign.dblite
Binary files differ
diff --git a/src/networked_entities/SConstruct b/src/networked_entities/SConstruct
new file mode 100644
index 0000000..3266173
--- /dev/null
+++ b/src/networked_entities/SConstruct
@@ -0,0 +1,109 @@
+#!python
+import os
+
+opts = Variables([], ARGUMENTS)
+
+# Gets the standard flags CC, CCX, etc.
+env = DefaultEnvironment()
+
+# Define our options
+opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
+opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
+opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
+opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
+opts.Add(PathVariable('target_path', 'The path where the lib is installed.', '../../godot/bin/'))
+opts.Add(PathVariable('target_name', 'The library name.', 'libnetmachine', PathVariable.PathAccept))
+
+# Local dependency paths, adapt them to your setup
+godot_headers_path = "../../godot-cpp/godot-headers/"
+cpp_bindings_path = "../../godot-cpp/"
+cpp_library = "libgodot-cpp"
+
+# only support 64 at this time..
+bits = 64
+
+# Updates the environment with the option variables.
+opts.Update(env)
+
+# Process some arguments
+if env['use_llvm']:
+ env['CC'] = 'clang'
+ env['CXX'] = 'clang++'
+
+if env['p'] != '':
+ env['platform'] = env['p']
+
+if env['platform'] == '':
+ print("No valid target platform selected.")
+ quit();
+
+# For the reference:
+# - CCFLAGS are compilation flags shared between C and C++
+# - CFLAGS are for C-specific compilation flags
+# - CXXFLAGS are for C++-specific compilation flags
+# - CPPFLAGS are for pre-processor flags
+# - CPPDEFINES are for pre-processor defines
+# - LINKFLAGS are for linking flags
+
+# Check our platform specifics
+if env['platform'] == "osx":
+ env['target_path'] += 'osx/'
+ cpp_library += '.osx'
+ env.Append(CCFLAGS=['-arch', 'x86_64'])
+ env.Append(CXXFLAGS=['-std=c++17'])
+ env.Append(LINKFLAGS=['-arch', 'x86_64'])
+ if env['target'] in ('debug', 'd'):
+ env.Append(CCFLAGS=['-g', '-O2'])
+ else:
+ env.Append(CCFLAGS=['-g', '-O3'])
+
+elif env['platform'] in ('x11', 'linux'):
+ env['target_path'] += 'x11/'
+ cpp_library += '.linux'
+ env.Append(CCFLAGS=['-fPIC'])
+ env.Append(CXXFLAGS=['-std=c++17'])
+ if env['target'] in ('debug', 'd'):
+ env.Append(CCFLAGS=['-g3', '-Og'])
+ else:
+ env.Append(CCFLAGS=['-g', '-O3'])
+
+elif env['platform'] == "windows":
+ env['target_path'] += 'win64/'
+ cpp_library += '.windows'
+ # This makes sure to keep the session environment variables on windows,
+ # that way you can run scons in a vs 2017 prompt and it will find all the required tools
+ env.Append(ENV=os.environ)
+
+ env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
+ env.Append(CCFLAGS=['-W3', '-GR'])
+ env.Append(CXXFLAGS='/std:c++17')
+ if env['target'] in ('debug', 'd'):
+ env.Append(CPPDEFINES=['_DEBUG'])
+ env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
+ env.Append(LINKFLAGS=['-DEBUG'])
+ else:
+ env.Append(CPPDEFINES=['NDEBUG'])
+ env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
+
+if env['target'] in ('debug', 'd'):
+ cpp_library += '.debug'
+else:
+ cpp_library += '.release'
+
+cpp_library += '.' + str(bits)
+
+# make sure our binding library is properly includes
+env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
+env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
+env.Append(LIBS=[cpp_library])
+
+# tweak this if you want to use different folders, or more folders, to store your source code in.
+env.Append(CPPPATH=['./'])
+sources = Glob('*.cpp')
+
+library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
+
+Default(library)
+
+# Generates help for the -h scons option.
+Help(opts.GenerateHelpText(env))
diff --git a/src/networked_entities/gdlibrary.cpp b/src/networked_entities/gdlibrary.cpp
new file mode 100644
index 0000000..62e4a43
--- /dev/null
+++ b/src/networked_entities/gdlibrary.cpp
@@ -0,0 +1,15 @@
+#include "networked_machine.h"
+
+extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
+ godot::Godot::gdnative_init(o);
+}
+
+extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
+ godot::Godot::gdnative_terminate(o);
+}
+
+extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
+ godot::Godot::nativescript_init(handle);
+
+ godot::register_class<godot::NetworkedMachine>();
+}
diff --git a/src/networked_entities/gdlibrary.os b/src/networked_entities/gdlibrary.os
new file mode 100644
index 0000000..3331c13
--- /dev/null
+++ b/src/networked_entities/gdlibrary.os
Binary files differ
diff --git a/src/networked_entities/networked_machine.cpp b/src/networked_entities/networked_machine.cpp
new file mode 100644
index 0000000..3796f48
--- /dev/null
+++ b/src/networked_entities/networked_machine.cpp
@@ -0,0 +1,77 @@
+#include "networked_machine.h"
+
+#include <SceneTree.hpp>
+#include <Viewport.hpp>
+#include <PhysicsDirectBodyState.hpp>
+
+using namespace godot;
+
+void NetworkedMachine::_register_methods() {
+ register_method("_ready", &NetworkedMachine::_ready);
+ register_method("_integrate_forces", &NetworkedMachine::_integrate_forces);
+ register_method("relinquish_control", &NetworkedMachine::relinquish_control);
+ register_method("on_new_control", &NetworkedMachine::on_new_control);
+ register_method("on_no_control", &NetworkedMachine::on_no_control);
+ register_method("attack1", &NetworkedMachine::attack1);
+ register_method("attack2", &NetworkedMachine::attack2);
+ register_method("direction_input", &NetworkedMachine::direction_input);
+
+ register_method("update_phys_transform", &NetworkedMachine::update_phys_transform, GODOT_METHOD_RPC_MODE_SYNC);
+ register_method("net_apply_impulse", &NetworkedMachine::net_apply_impulse, GODOT_METHOD_RPC_MODE_REMOTESYNC);
+ register_method("set_net_owner", &NetworkedMachine::set_net_owner, GODOT_METHOD_RPC_MODE_REMOTESYNC);
+}
+
+NetworkedMachine::NetworkedMachine () { }
+
+NetworkedMachine::~NetworkedMachine () { }
+
+void NetworkedMachine::_init() {
+ in_use = false;
+ user = nullptr;
+ world = nullptr;
+}
+
+void NetworkedMachine::_ready() {
+ world = (Spatial *)get_tree()->get_root()->find_node("GAMEWORLD");
+}
+
+void NetworkedMachine::update_phys_transform(Transform t, Vector3 lv, Vector3 av) {
+ set_transform(t);
+ set_linear_velocity(lv);
+ set_angular_velocity(av);
+}
+
+void NetworkedMachine::net_apply_impulse(Vector3 impulse_v) {
+ apply_central_impulse(impulse_v);
+}
+
+void NetworkedMachine::_integrate_forces(PhysicsDirectBodyState *_state) {
+ if(is_network_master() && get_mode() == RigidBody::MODE_RIGID) {
+ rpc("update_phys_transform", get_transform(), get_linear_velocity(), get_angular_velocity());
+ }
+}
+
+void NetworkedMachine::set_net_owner(int id, String char_name) {
+ set_network_master(id);
+ if (id == 1 && char_name == "NODE") {
+ on_no_control();
+ if (user != nullptr) {
+ user->call("lose_machine");
+ }
+ user = nullptr;
+ in_use = false;
+ } else {
+ in_use = true;
+ String player_path_s = String("PLAYERS/") + char_name;
+ NodePath player_path = NodePath(player_path_s);
+ user = (RigidBody *)world->get_node(player_path);
+ user->call("take_control_of_machine", (RigidBody *) this);
+ if(is_network_master()) {
+ on_new_control();
+ }
+ }
+}
+
+void NetworkedMachine::relinquish_control() {
+ rpc("set_net_owner", 1, "NONE");
+}
diff --git a/src/networked_entities/networked_machine.h b/src/networked_entities/networked_machine.h
new file mode 100644
index 0000000..573dbcc
--- /dev/null
+++ b/src/networked_entities/networked_machine.h
@@ -0,0 +1,42 @@
+#ifndef NETWORKED_MACHINE_H
+#define NETWORKED_MACHINE_H
+
+#include <Godot.hpp>
+#include <RigidBody.hpp>
+
+namespace godot {
+
+class NetworkedMachine : public RigidBody {
+ GODOT_CLASS(NetworkedMachine, RigidBody)
+
+private:
+ bool in_use;
+ Spatial *world;
+ RigidBody *user;
+
+public:
+ static void _register_methods();
+
+ NetworkedMachine();
+ ~NetworkedMachine();
+
+ void _ready();
+ void _init();
+
+ void update_phys_transform(Transform t, Vector3 lv, Vector3 av);
+ void net_apply_impulse(Vector3 impulse_v);
+ void _integrate_forces(PhysicsDirectBodyState *_state);
+ void set_net_owner(int id, String char_name);
+ void relinquish_control();
+
+ //to be overridden
+ void on_new_control();
+ void on_no_control();
+ void attack1();
+ void attack2();
+ void direction_input(float _fwd, float _bwd, float _left, float _right, float _left2, float _right2);
+};
+
+}
+
+#endif
diff --git a/src/networked_entities/networked_machine.os b/src/networked_entities/networked_machine.os
new file mode 100644
index 0000000..88ba574
--- /dev/null
+++ b/src/networked_entities/networked_machine.os
Binary files differ