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path: root/src/netlem.c
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#include <signal.h>

#include "SDL/SDL.h"
#include "SDL/SDL_net.h"
#include "SDL/SDL_thread.h"

#include "data_localgame.h"

#include "netgame.h"
#include "graphic.h"
#include "utils.h"

#include "game.h"
//#include "events.h"
#include "loader.h"
#include "timing.h"
#include "netlem_state_machine.h"

// Application version number
#include "netlem.h"

#define STATS_TICKCOUNT 10

// Thread arguments structures
struct _networkReadProc_args {
	client_t *client;
	tick_t *tick;
	tick_t *lastServerTick;
	int *drift_ms;
};

struct _loadLevelProc_args { 
	serverParams_t *serverParams;
	gameIni_t *gIni;
	gameRess_t *gRess;
	gameGraphics_t *gGraph;
	Uint8 *loadProgress;
};

// Material for thread synchronization and collaboration
SDL_sem *semGameStart;
SDL_sem *semLoadLevel;

// Thread entry points
int networkReadProc(void *a);
int loadLevelProc(void *a);

// Client-specific functions
void signals(int signum);
void processLocalEvents(SDL_Rect *terrain, SDL_Rect *viewport, gameObjectsState_t *objStates, localParams_t *params);
int act(tick_t *tick, int loadProgress, TCPsocket sockClient, gameObjectsState_t *objStates);
int updateGraphics(gameObjectsState_t *objStates, localParams_t *params, gameGraphics_t *gGraph);

int main(int argc, char **argv) {

	int drift_ms=0, endMainLoop, result;
	tick_t tick=0, lastServerTick=0;
	Uint32 timeBefore_ms[STATS_TICKCOUNT], beforeWait[STATS_TICKCOUNT], wantWait[STATS_TICKCOUNT], t;
	Uint8 loadProgress=0;
	double fps, wantWaitMean;

	client_t client;
	serverParams_t serverParams;
	localParams_t localParams;

	gameConfig_t conf;
	gameIni_t gIni;
	gameRess_t gRess;
	gameGraphics_t gGraph;
	gameObjectsState_t gObjStates;

	char logMsg[128];
	struct _networkReadProc_args args;
	struct _loadLevelProc_args args2;

	IPaddress ip;

	if(argc!=2) {
		fprintf(stderr, "Usage: %s <nom ou ip du serveur>\n", argv[0]);
		return 1;
	}

	// Log system initialization
	openLog(NULL);

	// Starting log message
	snprintf(logMsg, 128, "NetLemmings version %i.%i", NetLemmings_VERSION_MAJOR, NetLemmings_VERSION_MINOR);
	logs(LOG_INFO, logMsg);

	// Server name resolution and connection
	if(SDLNet_ResolveHost(&ip,argv[1],9999)==-1) {
		logs2(LOG_ERROR, "main(), SDLNet_ResolveHost()", SDLNet_GetError());
		return 2;
	}

	client.sockClient=SDLNet_TCP_Open(&ip);
	if(!client.sockClient) {
		logs2(LOG_ERROR,"main(), SDLNet_TCP_Open()", SDLNet_GetError());
		return 3;
	}

	// Levelpack file loading
	//loadLevelPacks();

	// Config file loading
	loadGameConfig(&conf);

	memset(&localParams, 0, sizeof(localParams_t));

	// Libraries initialization
	result=init(WIN_CAPTION, &conf, &gGraph);
	if(result!=0) {
		logs(LOG_ERROR,"main(), init()");
		return 3;
	}
	atexit(SDL_Quit);
	signal(2,signals);

//TODO TESTS
	gObjStates.cursor.s = createSurface(32, 32);
	SDL_FillRect(gObjStates.cursor.s, &(gObjStates.cursor.s->clip_rect), 0x11223344);
	gObjStates.cursor.zOrder=999;

	gObjStates.allObj=&gObjStates.cursor;
	gObjStates.objCount=1;

	// Synchronization tools intialization
	semGameStart=SDL_CreateSemaphore(0);
	semLoadLevel=SDL_CreateSemaphore(0);

	// Some data initialization
	memset(&serverParams,0,sizeof(serverParams_t));

	// Network reader thread to process remote events and time sync
	args.client=&client;
	args.tick=&tick;
	args.drift_ms=&drift_ms;
	args.lastServerTick=&lastServerTick;
	SDL_Thread *networkReadThread = SDL_CreateThread(networkReadProc, &args);
	if(!networkReadThread) {
		logs2(LOG_ERROR,"main(), SDL_CreateThread()", SDL_GetError());
		return 4;
	}

	// Worker thread for loading levels asynchronously (the thread begin with a SDL_Wait(semLevelLoadingStart))	
	args2.serverParams=&serverParams;
	args2.gIni=&gIni;
	args2.gRess=&gRess;
	args2.gGraph=&gGraph;
	args2.loadProgress=&loadProgress;
	SDL_Thread *loadLevelThread = SDL_CreateThread(loadLevelProc, &args2);
	if(!loadLevelThread) {
		logs2(LOG_ERROR,"main(), SDL_CreateThread()", SDL_GetError());
		return 4; //FIXME : autre num
	}

	//TODO : faire les menus et ne pas forcer ça ici
	if ( changeStateAndNotify(eMultiLoading, client.sockClient) == eNull ) {
		logs2(LOG_ERROR,"main()", "Could not force eMultiLoading state");
		return 6;
	}

	// Statistics arrays initialization (for checking if sync and wait routines are ok)
	memset(timeBefore_ms, 0, STATS_TICKCOUNT*sizeof(Uint32));
	memset(beforeWait, 0, STATS_TICKCOUNT*sizeof(Uint32));
	memset(wantWait, 0, STATS_TICKCOUNT*sizeof(Uint32));
	t=0;

	// Main game loop
	endMainLoop=0;
	while(!endMainLoop) {
		// Store loop begin date in a STATS_TICKCOUNT entries rotate buffer
		t=(t+1)%STATS_TICKCOUNT;
		timeBefore_ms[t] = SDL_GetTicks();

		// Process local player keyboard and mouse events
		// (note: remote events are processed by network read thread)
		processLocalEvents(&(gGraph.surfaces.terrain->clip_rect), &(gGraph.viewport), &gObjStates, &localParams );

		endMainLoop=act(&tick, loadProgress, client.sockClient, &gObjStates);

		// Display that new game state to the local user
		updateGraphics(&gObjStates, &localParams, &gGraph);

		// Delay that we have to wait for the next frame (depends on execution time and network time drift)
		wantWait[t]=waitForNextTick(timeBefore_ms[t], drift_ms);

		// Compute & display FPS mean value on STATS_TICKCOUNT ticks
		if (t==0) {
			fps=(STATS_TICKCOUNT*1000.0)/(timeBefore_ms[t]-timeBefore_ms[(t+1)%STATS_TICKCOUNT]);
			wantWaitMean=0; for(;t<STATS_TICKCOUNT;t++) { wantWaitMean+=wantWait[t]; }
			t=0; wantWaitMean/=(double) STATS_TICKCOUNT;
			// FIXME : afficher en bas de la fenetre graphique : snprintf(logMsg, 128, "tick:%d\tlastServerTick:%d\tdrift_ms:%d\tFPS:%.1f\t wantWait:%.1f ms (%.1f %%)\n", tick, lastServerTick, drift_ms, fps, wantWaitMean, wantWaitMean*100.0/TICK_DURATION_MS);
			//logs(LOG_DEBUG, logMsg);
		}
	}

	// Close communcation with the server, stop threads, close logs and go out
	SDLNet_TCP_Close(client.sockClient);

	SDL_FreeSurface(gGraph.screen);
	SDL_FreeSurface(gGraph.surfaces.terrain);
	SDL_FreeSurface(gGraph.surfaces.stencil);
	//TODO
	// Pour tout les objectsSurf
	//SDL_FreeSurface(gGraph->surfaces.objectsSurf[i]);


	SDL_WaitThread(networkReadThread, &result);
	sprintf(logMsg, "networkReadThread terminated with code %i", result);

	SDL_SemPost(semLoadLevel);
	SDL_WaitThread(loadLevelThread, &result);
	sprintf(logMsg, "loadLevelThread terminated with code %i", result);

	SDL_DestroySemaphore(semGameStart);
	SDL_DestroySemaphore(semLoadLevel);

	logs(LOG_DEBUG, logMsg);

	closeLog();
	return 0;
}

void signals(int signum) {
	static int force=0;
	char buf[128];
	sprintf(buf, "Caught signal %i", signum);
	logs(LOG_WARN, buf);

	if(!force) {
		changeState(eEnd);
		force=1;
		logs(LOG_WARN, "Trying to stop smoothly...");
	} else {
		logs(LOG_WARN, "Emergency stop");
		exit(1);
	}
}

int act(tick_t *tick, int loadProgress, TCPsocket sockClient, gameObjectsState_t *objStates) {
	int res;

	switch(getState()) {
		case eMultiLoading:
			if(loadProgress==100) {
				changeStateAndNotify(eMultiWaitLoading,sockClient);
			}
		break;
		case eMultiWaitLoading:
			res=SDL_SemTryWait(semGameStart);
			switch (res) {
				case -1:
					logs2(LOG_ERROR, "main(), SDL_SemTryWait()", SDL_GetError());
					return 7;
					break;
				case 0:
//FIXME : check return value
					changeState(eMultiGame);
					break;
				default:
					break;
			}
			break;
		case eSingleGame:
		case eMultiGame:
			// Make game evolve from the current state to the next time chunk (ie. frame, or tick)
			play((*tick)++, objStates);
			break;
		default:
			return 1;
		break;
	}
	return 0;
}

int networkReadProc(void *a) {
	int result;
	event_t e;
	//char logMsg[128];
	
	struct _networkReadProc_args *args = (struct _networkReadProc_args *)a;

	while( getState() != eEnd ) {
//		logs(LOG_DEBUG, "Waiting event");
		result=receiveEvent(args->client,&e);
		if (result != 0) {
			logs(LOG_WARN, "networkReadProc(), receiveEvents() error");
			changeState(eEnd);
			continue;
		}
//		logs(LOG_DEBUG, "Got event");

		//FIXME : WTF dans cette gestion de temps ??? Ou est l'implémentation réelle telle que décrite dans archi.txt
		*(args->drift_ms)=updateDriftOnEventReception(*(args->tick), e.serverTick );
		*(args->lastServerTick)=e.serverTick;
//		sprintf(logMsg, "serverTick==%i, tick==%i, drift_ms==%i\n", e.serverTick, *(args->tick), *(args->drift_ms));
//		logs(LOG_DEBUG, logMsg);


		result=SDL_SemPost(semGameStart);
		if (result!=0) {
			logs2(LOG_ERROR, "main(), SDL_SemPost()", SDL_GetError());
			return 1;
		}


		switch(e.type) {
			case eLemAction:
				//TODO
			break;
			case eTimeSync: // Rien à faire dans ce cas, la synchro du temps se fait quelque soti le tyep d'évènement
			break;
			default:
				logs(LOG_ERROR, "serveClient(), Unknown event type");
		}
	}
	logs(LOG_DEBUG, "networkReadProc() : end");

	return 0;
}

int startLoadLevel() {
	int result;

	logs(LOG_INFO, "Start game loading");
	result=SDL_SemPost(semLoadLevel);

	return result;
}

//FIXME : defines  cnetraliser
#define PATH_STYLE "../styles"
#define PATH_LEVEL "../level"
int loadLevel(struct _loadLevelProc_args *args) {
	int res,len;
	char *filepath;

	// Setting default values
	memset(args->gIni,0,sizeof(gameIni_t));
	*(args->loadProgress)=1;

	// Loading lvl ini file
	len=strlen(PATH_LEVEL)+strlen("1_orig")+strlen("lvl0003")+strlen("//.ini")+1;
	filepath=malloc(sizeof(char)*len);
	snprintf(filepath, len, "%s/%s/%s.ini", PATH_LEVEL, "1_orig", "lvl0003");

	res=loadIni(args->gIni, filepath);
	free(filepath);
	if ( res != 0 ) {
		logs2(LOG_ERROR, "loadLevel(), loadIni()", "Could not load level ini file");
		return 2;
	}
	
	args->gGraph->viewport.x = args->gIni->level.xPos;
	*(args->loadProgress)=10;


	// Check if we found a "style =" line in level ini file
	if (args->gIni->level.style==NULL) {
		logs2(LOG_ERROR, "loadLevel()", "No valid style detected");
		return 3;
	}
	args->gIni->style.name=args->gIni->level.style;

	// Loading style ini file
	len=strlen(PATH_STYLE)+2*strlen(args->gIni->level.style)+strlen("//.ini")+1;
	filepath=malloc(sizeof(char)*len);
	snprintf(filepath, len, "%s/%s/%s.ini", PATH_STYLE, args->gIni->level.style, args->gIni->level.style);

	res=loadIni(args->gIni, filepath);
	free(filepath);

	if (res!=0) {
		logs2(LOG_ERROR, "loadLevel(), loadIni()", "Could not load style ini file");
		return 4;
	}
	*(args->loadProgress)=20;

	res=loadRessources(args->gIni, args->gRess);
	if (res!=0) {
		logs(LOG_ERROR, "loadLevel(), loadRessources()");
		return 5;
	}
	*(args->loadProgress)=50;

	res=paintTerrain(args->gIni, args->gRess, args->gGraph);
	if (res!=0) {
		logs(LOG_ERROR, "loadLevel(), paintTerrain()");
		return 6;
	}

	*(args->loadProgress)=80;
	return 0;
}

int loadLevelProc(void *a) {
	int res;
	char strerr[8];

	struct _loadLevelProc_args *args = (struct _loadLevelProc_args *)a;
	
	logs(LOG_WARN, "loadLevelProc(), beginnng");
	while( getState() != eEnd ) {
		res=SDL_SemWait(semLoadLevel);
		if (res!=0) {
			logs2(LOG_ERROR, "main(), SDL_SemTryWaitTimeout()", SDL_GetError());
		}

		logs(LOG_WARN, "loadLevelProc(), start load level");

		res=loadLevel(args);
		if (res!=0) {
			sprintf(strerr, "%i", res);
			logs2(LOG_ERROR, "loadLevelProc(), loadLevel()", strerr);
		} else {
			*(args->loadProgress)=100;
		}
		logs(LOG_WARN, "loadLevelProc(), end load level");
		
	}
	logs(LOG_WARN, "loadLevelProc(), end thread");

	return 0;
}

#define MAP_SCROLL_BOUND 32
#define MAP_SCROLL_SPEED 16
void processLocalEvents(SDL_Rect *terrain, SDL_Rect *viewport, gameObjectsState_t *objStates, localParams_t *params) {
	static int mouseActive=1, mouseX=100, mouseY=100;
	SDL_Event event;

	while( SDL_PollEvent( &event ) ) {
		switch (event.type) {
			case SDL_KEYDOWN:
				switch(event.key.keysym.sym){
					//case SDLK_HOME : decalFps = 0; break;
					//case SDLK_END : decalFps = FPS-11; break;
					//case SDLK_PAGEUP : if(decalFps>0){decalFps -=1;}break;
					//case SDLK_PAGEDOWN : if(decalFps<(FPS-1)){decalFps +=1;}break;
					//case SDLK_w : paint_stencil = (paint_stencil==0)? 1 : 0 ; break;
//				case SDLK_x : switchMiniMapMode= (switchMiniMapMode==0)? 1 : ((switchMiniMapMode==1)? 2 : ((switchMiniMapMode==2)? 3 : 0)) ;permission=0;break;
//				case SDLK_p :{
//						     zoomX=((zoomX >= 1. )? zoomX + 1. : zoomX + 0.1 );
//						     zoomY=((zoomY >= 1. )? zoomY + 1. : zoomY + 0.1 );
//						     if(zoomX > 10.) {zoomX=10.;}
//						     if(zoomY > 10.) {zoomY=10.;}
//						     break;
//					     }
//				case SDLK_m :{
//						     zoomX=((zoomX > 1. )? zoomX - 1. : zoomX - 0.1 );
//						     zoomY=((zoomY > 1. )? zoomY - 1. : zoomY - 0.1 );
//						     if(zoomX <= 0.) {zoomX=0.1;}
//						     if(zoomY <= 0.) {zoomY=0.1;}
//						     break;
//					     }
					case SDLK_ESCAPE:
						changeState(eEnd);
						break;
					case SDLK_d:
						params->debugFlags ^= DEBUG_DIRTYRECTANGLES;
						break;
					default:
						break;
				}
				break;
			case SDL_ACTIVEEVENT:
				if ( event.active.state == SDL_APPMOUSEFOCUS ) {
					mouseActive = event.active.gain;
				}
				break;
			case SDL_MOUSEMOTION:
				mouseX = event.motion.x;
				mouseY = event.motion.y;
				objStates->cursor.dirty=1;

				break;
			case SDL_MOUSEBUTTONDOWN:
				//err=mouse_action(&gInit, mouseX, mouseY,camera.x,camera.y );
				break;
			case SDL_QUIT:
				changeState(eEnd);
				break;
		} 
	}

	switch(getState()) {
		case eMultiGame:
			if (mouseActive) {
				if(mouseY <= terrain->h){ 
					if (mouseX > (viewport->w - MAP_SCROLL_BOUND)){
						if (viewport->x < (terrain->w - viewport->w ) ) {
							viewport->x += MAP_SCROLL_SPEED;
						}
					}
					if (mouseX < MAP_SCROLL_BOUND){
						if (viewport->x >= MAP_SCROLL_SPEED ) {
							viewport->x -= MAP_SCROLL_SPEED;
						}
					}
				}
			}
			break;
		default:
			break;
	}

	objStates->cursor.pos.x = mouseX - objStates->cursor.s->w/2 + viewport->x;
	objStates->cursor.pos.y = mouseY - objStates->cursor.s->h/2 + viewport->y;
	return;
}

int updateGraphics(gameObjectsState_t *objStates, localParams_t *params, gameGraphics_t *gGraph) {
	int i, res;
	static SDL_Rect lastViewport= {0,0,0,0};
	SDL_Rect srcRect, dstRect;
	SDL_Surface *tmpSurf;
	struct gameObjectState *o;
		char logMsg[256];
//static Uint32 tmpColor=0;

	//TODO : modifier les calques
	switch(getState()) {
		case eMultiWaitLoading:
			//TODO
			break;
		case eMultiGame:
			// If we had a camera movement, we have to refesh all the screen
			tmpSurf=gGraph->surfaces.tmpSurf;
//	SDL_FillRect(tmpSurf, &(tmpSurf->clip_rect), tmpColor);
//	tmpColor+=0x11223344;
			if ( lastViewport.x == gGraph->viewport.x && (params->debugFlags & DEBUG_DIRTYRECTANGLES) == 0 ) {
				// We use a dirty rectangle method for performance
				for(i=0; i<objStates->objCount; i++) {
					o=objStates->allObj+i;
					if ( /*TODO intersect(viewport, dstRect) &&*/ o->dirty == 1 ) {
					
						dstRect.x=o->prevPos.x-gGraph->viewport.x;
						dstRect.y=o->prevPos.y-gGraph->viewport.y;
//TODO : pas cencé setter w et h ici
						dstRect.w=o->s->clip_rect.w;
						dstRect.h=o->s->clip_rect.h;

						srcRect.x=o->prevPos.x;//-lastViewport.x;
						srcRect.y=o->prevPos.y;//-lastViewport.y;
						srcRect.w=o->s->clip_rect.w;
						srcRect.h=o->s->clip_rect.h;


						res=repaint(objStates, &gGraph->surfaces, &srcRect, tmpSurf);
						if ( res != 0 ) {
							logs(LOG_WARN, "updateGraphics(), repaint() failed"); 
						}

						if ( (params->debugFlags & DEBUG_DIRTYRECTANGLES) == 0 ) {
							refresh(tmpSurf, &srcRect, gGraph->screen, dstRect);
						}
				
						dstRect.x=o->pos.x-gGraph->viewport.x;
						dstRect.y=o->pos.y-gGraph->viewport.y;

						//dstRect.w=o->s->clip_rect.w;
						//dstRect.h=o->s->clip_rect.h;

						srcRect.x=o->pos.x;
						srcRect.y=o->pos.y;
						//srcRect.w=o->s->clip_rect.w;
						//srcRect.h=o->s->clip_rect.h;
						
						snprintf(logMsg, 256, "refresh item %d / %d \n\t Carateristiques:\n\t-viewport {%d;%d}\n\t-lastViewport {%d;%d}\n\t-dstRect {%d;%d;%d;%d}\n\t-srcRect {%d;%d;%d;%d} \n",
						i+1,
						objStates->objCount,
						gGraph->viewport.x,gGraph->viewport.y,
						lastViewport.x,lastViewport.y,
						dstRect.x,dstRect.y,
						dstRect.w,dstRect.h,
						srcRect.x,srcRect.y,
						srcRect.w,srcRect.h);
						logs(LOG_DEBUG, logMsg);

						res=repaint(objStates, &gGraph->surfaces, &srcRect, tmpSurf);
						if ( res != 0 ) {
							logs(LOG_WARN, "updateGraphics(), repaint() failed"); 
						}

						if ( (params->debugFlags & DEBUG_DIRTYRECTANGLES) == 0 ) {
							refresh(tmpSurf, &srcRect, gGraph->screen, dstRect);
						}
						
						o->prevPos.x = o->pos.x;
						o->prevPos.y = o->pos.y;
						
						o->dirty=0;
					}
				}
			} else {
				dstRect.x=0;
				dstRect.y=0;
				srcRect.x=gGraph->viewport.x;
				srcRect.y=gGraph->viewport.y;
				srcRect.w=gGraph->screen->clip_rect.w;
				srcRect.h=gGraph->screen->clip_rect.h;

				if ( lastViewport.x != gGraph->viewport.x ) {
					lastViewport.x=gGraph->viewport.x;
					// update surface : tmpSurf
					res=repaint(objStates, &gGraph->surfaces, &srcRect, tmpSurf);
					if ( res != 0 ) {
						logs(LOG_WARN, "updateGraphics(), repaint() failed"); 
					}
				}
				// update screen
				refresh(tmpSurf, &srcRect, gGraph->screen, dstRect);

				if ( (params->debugFlags & DEBUG_DIRTYRECTANGLES) == DEBUG_DIRTYRECTANGLES ) {
					SDL_LockSurface(tmpSurf);
					for(i=0; i < tmpSurf->pitch * tmpSurf->h ; ++i) {
						((Uint8 *)tmpSurf->pixels)[i] *= 0.9;
					}
					SDL_UnlockSurface(tmpSurf);
				}
			}
			break;
		default:
			break;
	}

	return 0;
}