do not send whole state on action

This commit is contained in:
Swrup 2022-12-26 02:06:13 +01:00
parent 86489c5394
commit caffcbb527
6 changed files with 135 additions and 66 deletions

View File

@ -51,11 +51,12 @@ let papy_up = C2d.image_src_of_el (get_el "papy_up")
let water = C2d.image_src_of_el (get_el "water")
let draw_map =
let draw =
let papy_x = float_of_int (width - tile_size) /. 2. in
let papy_y = (float_of_int height /. 2.) -. (float_of_int tile_size *. 1.5) in
fun map ->
let player_x, player_y = map.Map.player_pos in
fun state ->
let open State in
let player_x, player_y, player_dir = state.player_pos in
for x = 0 to tiles_per_w - 1 do
let map_x = x + player_x - (tiles_per_w / 2) in
let tile_x = float_of_int ((x * tile_size) + orig_x) in
@ -63,7 +64,7 @@ let draw_map =
let map_y = y + player_y - (tiles_per_h / 2) in
let tile_y = float_of_int ((y * tile_size) + orig_y) in
let tile_img =
match Map.get_tile_kind ~x:map_x ~y:map_y map with
match Map.get_tile_kind ~x:map_x ~y:map_y state.map with
| Grass -> grass
| Water -> water
| Black -> water
@ -72,7 +73,7 @@ let draw_map =
done
done;
let papy =
match map.Map.player_dir with
match player_dir with
| Left -> papy_left
| Right -> papy_right
| Down -> papy_down
@ -80,19 +81,43 @@ let draw_map =
in
C2d.draw_image context papy ~x:papy_x ~y:papy_y
let kb_handler state ev =
let move = Map.move !state.State.map in
match ev |> Ev.as_type |> Ev.Keyboard.code |> Jstr.to_string with
| "KeyW" | "ArrowUp" -> move Up
| "KeyA" | "ArrowLeft" -> move Left
| "KeyS" | "ArrowDown" -> move Down
| "KeyD" | "ArrowRight" -> move Right
| "KeyM" -> Ws_client.send State.Meditate
| _s -> ()
(* queue for action to be done *)
let input_queue = Queue.create ()
(* queue for action' to apply to client state *)
let to_apply_queue : State.action' Queue.t = Queue.create ()
let send_action state action =
match State.check_action state action with
| Error e -> Format.printf "Invalid action: %s@\n" e
| Ok _ -> Ws_client.send (Network.Action_msg action)
let kb_handler ev =
let open State in
let act =
match ev |> Ev.as_type |> Ev.Keyboard.code |> Jstr.to_string with
| "KeyW" | "ArrowUp" -> Move Up
| "KeyA" | "ArrowLeft" -> Move Left
| "KeyS" | "ArrowDown" -> Move Down
| "KeyD" | "ArrowRight" -> Move Right
| "KeyM" -> Meditate
| _s -> Do_nothing
in
Queue.add act input_queue
let rec game_loop state _timestamp =
draw_map !state.State.map;
let new_state = state in
draw state;
let new_state =
(* TODO repesct order of action *)
(* apply to_apply_queue *)
let state = Queue.fold State.perform_action state to_apply_queue in
(* TODO can this bug because of concurrency? *)
Queue.clear to_apply_queue;
(* send input action to server *)
Queue.iter (send_action state) input_queue;
Queue.clear input_queue;
state
in
G.request_animation_frame (game_loop new_state)
let () =
@ -106,16 +131,27 @@ let () =
(* get state from server*)
let initial_state_fut = Ev.next Message.Ev.message Ws_client.ws_target in
(* attach message listener to update state *)
Ws_client.on_update_state_message (fun server_msg ->
match server_msg with
| Full_state _state ->
(* TODO reset state to received state *)
Format.printf "received Full_state message@\n"
| Update_result res -> (
match res with
| Error e -> Format.printf "received update result error: %s" e
| Ok action' -> Queue.add action' to_apply_queue ) );
(* bind keys *)
let _e : Ev.listener =
Ev.listen Ev.keydown kb_handler (Window.as_target G.window)
in
Fut.await initial_state_fut (fun msg ->
let initial_state = Ws_client.to_server_msg msg in
let state_ref = ref initial_state in
(* bind keys *)
let _e : Ev.listener =
Ev.listen Ev.keydown (kb_handler state_ref) (Window.as_target G.window)
in
(* attach message listener to update state *)
Ws_client.on_update_state_message (fun received ->
state_ref := received;
Format.printf "YOUR MANA IS: %d@." !state_ref.mana );
(* start game *)
G.request_animation_frame (game_loop state_ref) )
match Ws_client.to_server_msg msg with
| Update_result _res_msg ->
failwith
"invalid first server message received; received Update expected \
Full_state"
| Full_state state ->
(* start game *)
G.request_animation_frame (game_loop state) )

View File

@ -9,10 +9,10 @@ type background =
| Water
| Black
type position = int * int * dir
type t =
{ tiles : background array array
; mutable player_pos : int * int
; mutable player_dir : dir
; width : int
; height : int
}
@ -25,23 +25,22 @@ let init () =
Array.init height (fun _y ->
if Random.int 1000 <= 42 then Water else Grass ) )
in
{ tiles; player_pos = (20, 3); player_dir = Down; width; height }
{ tiles; width; height }
let get_tile_kind ~x ~y map =
try map.tiles.(x).(y) with Invalid_argument _ -> Black
let move map dir =
if map.player_dir = dir then begin
let x, y = map.player_pos in
let x, y =
let check_move map entity_pos dir =
let x, y, current_dir = entity_pos in
let x, y =
if current_dir <> dir then (x, y)
else
match dir with
| Left -> (x - 1, y)
| Right -> (x + 1, y)
| Down -> (x, y + 1)
| Up -> (x, y - 1)
in
match get_tile_kind ~x ~y map with
| Black | Water -> ()
| Grass -> map.player_pos <- (x, y)
end
else map.player_dir <- dir
in
match get_tile_kind ~x ~y map with
| Black | Water -> Error "invalid terrain"
| Grass -> Ok (x, y, dir)

View File

@ -3,3 +3,9 @@ let marshal o = Marshal.to_string o [] |> Format.sprintf "%S"
let unmarshal o =
let s = Scanf.sscanf o "%S" (fun s -> s) in
Marshal.from_string s 0
type server_message =
| Full_state of State.t
| Update_result of (State.action', string) result
type client_message = Action_msg of State.action

View File

@ -1,17 +1,33 @@
type t =
{ map : Map.t
; mutable mana : int
; mana : int
; player_pos : Map.position
}
let init () = { map = Map.init (); mana = 0 }
let init () = { map = Map.init (); mana = 0; player_pos = (20, 3, Down) }
type action = Meditate
type action =
| Meditate
(* TODO some action do not needs to be checked by server *)
| Move of Map.dir
| Do_nothing
(* TODO do not send whole state *)
let handle_action state action =
match action with
(* type for result of action send to the client by the server *)
type action' =
| Add_mana of int
| Set_player_position of Map.position
| Look_at_the_sky
let check_action state = function
| Meditate ->
if state.mana < 99 then (
state.mana <- succ state.mana;
Ok state )
else Error "maximum mana"
if state.mana < 99 then Ok (Add_mana 1) else Error "maximum mana"
| Move dir -> (
match Map.check_move state.map state.player_pos dir with
| Error _e as error -> error
| Ok pos -> Ok (Set_player_position pos) )
| Do_nothing -> Ok Look_at_the_sky
let perform_action state = function
| Add_mana n -> { state with mana = state.mana + n }
| Set_player_position player_pos -> { state with player_pos }
| Look_at_the_sky -> state

View File

@ -6,23 +6,37 @@ let handle_client request client =
| None -> Dream.log "User does not exists" |> Lwt.return
| Some user_id ->
(* TODO catch marshal failure *)
Dream.log " SEND USER ISLAND";
(* send user island state *)
let state =
match User.get_state user_id with
| Error _e -> assert false
| Ok state -> state
in
let* () = Dream.send ~text_or_binary:`Text client (Network.marshal state) in
Dream.log " SENDED USER ISLAND";
let state_msg = Network.Full_state state in
let rec loop () =
(* send user island state *)
let* () =
Dream.send ~text_or_binary:`Text client (Network.marshal state_msg)
in
let rec loop state =
match%lwt Dream.receive client with
| None -> Dream.close_websocket client
| Some s ->
let action : State.action = Network.unmarshal s in
let state_res = State.handle_action state action in
let* () = Dream.send client (Network.marshal state_res) in
loop ()
let (Network.Action_msg action : Network.client_message) =
Network.unmarshal s
in
let res, state =
match State.check_action state action with
| Error _e as error -> (error, state)
| Ok action' ->
(* update server state *)
let state = State.perform_action state action' in
User.set_state user_id state;
(Ok action', state)
in
let* () =
Dream.send client (Network.marshal (Network.Update_result res))
in
loop state
in
loop ()
loop state

View File

@ -25,17 +25,15 @@ let on_event ws_event log_msg f =
let to_server_msg ev =
Format.printf "to_server_msg@.";
let data = Message.Ev.data (Ev.as_type ev) |> Jstr.to_string in
let state_res : (State.t, string) result = Network.unmarshal data in
let server_msg : Network.server_message = Network.unmarshal data in
Format.printf "un-marshaled message from server yay ~ @\n";
match state_res with
| Error e -> failwith (Format.sprintf "action resulted in error: %s" e)
| Ok state -> state
server_msg
let on_update_state_message f =
on_event Message.Ev.message "Websocket reveived message!" (fun ev ->
f (to_server_msg ev) )
let send msg =
let send (msg : Network.client_message) =
Format.printf "send msg on websocket ~~ @\n";
let s = Jstr.of_string (Network.marshal msg) in
Websocket.send_string ws s;