Joining a session 'works' but neither the client nor the host reacts to one another, yet.

This commit is contained in:
2025-12-14 21:47:26 +01:00
parent e9080d7332
commit 996b1a3404
5 changed files with 138 additions and 16 deletions

View File

@@ -28,7 +28,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
return false;
}
instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session));
instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
if(settings.online) {
if(instance->game_networking.api != NULL) {
@@ -57,7 +57,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
bool game_instance_join_session(Game_Instance *instance, const char *session_id) {
assert(instance != NULL);
printf("Trying to join a session ...\n");
printf("Trying to join a session '%s' ...\n", session_id);
if(instance->game_session != NULL) {
printf("Failed. A session is already active.\n");
@@ -69,7 +69,13 @@ bool game_instance_join_session(Game_Instance *instance, const char *session_id)
return false;
}
instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
if(!networking_try_join(&instance->game_networking, instance->game_session, session_id)) {
return false;
}
return true;
}
bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input) {

View File

@@ -90,6 +90,14 @@ static void state_render(Presentation_State *state) {
}
if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 1), 128, BUTTON_HEIGHT }, "Join")) {
ctx->mode = Main_Menu_Mode_Multiplayer_Join;
memset(&ctx->session_id_input, 0, sizeof(ctx->session_id_input));
ctx->session_id_input[0] = 'A';
ctx->session_id_input[1] = 'B';
ctx->session_id_input[2] = 'C';
ctx->session_id_input[3] = 'D';
ctx->session_id_input[4] = 'E';
ctx->session_id_input[5] = 'F';
}
if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 2), 128, BUTTON_HEIGHT }, "Back to Main Menu")) {
ctx->mode = Main_Menu_Mode_Home;
@@ -126,17 +134,36 @@ static void state_render(Presentation_State *state) {
break;
}
case Main_Menu_Mode_Multiplayer_Join: {
// TODO: SS - Add text-input here so the player can specify what session to try connecting to.
// TODO: SS - Session-browser? Shows all available sessions and you can just press it to join? Maybe be prompted with a password if it's locked?
if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 1), 128, BUTTON_HEIGHT }, "Connect")) {
printf("TODO: SS - Connect to session id.\n");
const char *session_id = "TEMP00"; // TEMP
game_instance_join_session(ctx->game_instance, session_id);
}
int pressed_button_index = GuiTextInputBox(
(Rectangle) { 64, 64, 256, 128 }, // Bounds
"Session-ID", // Title
NULL, // Message
"Join", // Buttons
&ctx->session_id_input[0], // Text
sizeof(ctx->session_id_input) + 1, // Text max size
NULL // secret view active
);
if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 2), 128, BUTTON_HEIGHT }, "Cancel")) {
if(pressed_button_index >= 0) {
if(pressed_button_index == 0) {
ctx->mode = Main_Menu_Mode_Multiplayer;
}
else if(pressed_button_index == 1) {
if(game_instance_join_session(ctx->game_instance, &ctx->session_id_input[0])) {
// Ok!
ctx->ingame_ctx->game_instance = ctx->game_instance;
presentation_state_machine_go_to(&presentation_state_ingame);
}
else {
printf("Failed to join session '%s'.\n", &ctx->session_id_input[0]);
}
}
else {
assert(false);
}
}
break;
}

View File

@@ -24,6 +24,8 @@ typedef struct {
bool *should_quit_game;
Presentation_State_Ingame_Context *ingame_ctx;
char session_id_input[6];
} Presentation_State_Main_Menu_Context;
void presentation_state_main_menu_init(Presentation_State_Main_Menu_Context *ctx);

View File

@@ -4,6 +4,19 @@
#define ONVO_IDENTIFIER "c2438167-831b-4bf7-8bdc-abcdefabcd00"
static void listen_callback(
const char *event, /* "joined", "leaved", "game" */
int64_t messageId, /* sekventiellt meddelandeID (från host) */
const char *clientId, /* avsändarens klientID (eller NULL) */
json_t *data, /* JSONobjekt med godtycklig speldata */
void *context /* godtycklig pekare som skickas vidare */
) {
printf("#%li :: Event: '%s' from '%s'.\n", messageId, event, clientId);
Game_Networking *networking = (Game_Networking *)context;
}
static inline bool setup_api(Game_Networking *networking) {
assert(networking != NULL);
@@ -22,6 +35,28 @@ static inline bool setup_api(Game_Networking *networking) {
return true;
}
static bool start_listening(Game_Networking *networking) {
assert(networking != NULL);
assert(networking->api != NULL);
int listener_id = mp_api_listen(networking->api, listen_callback, (void *)networking); // TODO: SS - Change context.
if(listener_id < 0) {
return false;
}
networking->listener_id = (uint32_t)listener_id;
return true;
}
static bool stop_listening(Game_Networking *networking) {
assert(networking != NULL);
assert(networking->api != NULL);
assert(networking->listener_id >= 0);
mp_api_unlisten(networking->api, (int)networking->listener_id);
}
bool networking_try_host(Game_Networking *networking, Game_Session *session, Game_Session_Settings settings) {
assert(networking != NULL);
@@ -47,6 +82,7 @@ bool networking_try_host(Game_Networking *networking, Game_Session *session, Gam
);
if(host_result != MP_API_OK) {
printf("Failed to host; Got result: %i.\n", host_result);
// TODO: SS - Shutdown API.
return false;
}
@@ -54,7 +90,7 @@ bool networking_try_host(Game_Networking *networking, Game_Session *session, Gam
networking->session_id = session_id;
networking->local_client_id = local_client_id;
// TODO: SS - Start listening.
assert(start_listening(networking));
// Set up session.
game_session_init(
@@ -70,15 +106,60 @@ bool networking_try_host(Game_Networking *networking, Game_Session *session, Gam
return true;
}
bool networking_try_join(Game_Networking *networking, const char *session_id) {
bool networking_try_join(Game_Networking *networking, Game_Session *session, const char *session_id) {
assert(networking != NULL);
if(strlen(session_id) == 0) {
return false;
}
if(!setup_api(networking)) {
printf("Failed to join; API is already set up.\n");
return false;
}
printf("Trying to join session with id: '%s' ...\n", session_id);
printf("Trying to join session using code: '%s' ...\n", session_id);
char *result_session_id;
char *local_client_id;
json_t *received_json;
int join_result = mp_api_join(
networking->api, // API.
session_id, // Session-code.
NULL, // JSON-data to send. // TODO: SS - Send information about you as a player (username, ..).
&result_session_id, // Received Session-id. I assume it should be the same as 'session_id'.
&local_client_id, // Received client-id.
&received_json // Received JSON-data.
);
if(join_result != MP_API_OK) {
// TODO: SS - Shutdown API.
printf("Failed to join; Got result: %i.\n", join_result);
return false;
}
assert(strcmp(result_session_id, session_id) == 0); // TODO: SS - Ask Robin why mp_api_join() returns a session_id. Is it to support 'abcdef' => 'ABCDEF'?
printf("Joined session '%s', local_client_id is '%s'.\n", result_session_id, local_client_id);
networking->session_id = result_session_id;
networking->local_client_id = local_client_id;
// TODO: SS - Decide how to network this..
// Should we just receive the session's settings as well as a long list of commands of what has happened throughout the match - at least one per tick?
// Or, should this client receive the current state of the session?
if(received_json != NULL) {
// TODO: SS - Read this json because it might contain valuable information.
json_decref(received_json);
}
// TODO: SS - Stop listening.
assert(start_listening(networking));
// TODO: SS - Set up session based on what we got in the json.
// game_session_init(
// session,
// settings
// );
return true;
}
@@ -89,14 +170,18 @@ bool networking_stop_hosting(Game_Networking *networking) {
return false;
}
assert(stop_listening(networking));
mp_api_destroy(networking->api);
networking->api = NULL;
if(networking->session_id != NULL) {
free(networking->session_id);
networking->session_id = NULL;
}
if(networking->local_client_id != NULL) {
free(networking->local_client_id);
networking->local_client_id = NULL;
}
printf("Stopped hosting.\n");

View File

@@ -9,10 +9,12 @@ typedef struct {
char *session_id;
char *local_client_id;
uint32_t listener_id;
} Game_Networking;
bool networking_try_host(Game_Networking *networking, Game_Session *session, Game_Session_Settings settings);
bool networking_try_join(Game_Networking *networking, const char *session_id);
bool networking_try_join(Game_Networking *networking, Game_Session *session, const char *session_id);
bool networking_stop_hosting(Game_Networking *networking);