1 #include "ServerState.hpp"
3 #include "../app/Environment.hpp"
4 #include "../app/TextureIndex.hpp"
5 #include "../io/WorldSave.hpp"
6 #include "../net/io.hpp"
14 ServerState::ServerState(
15 HeadlessEnvironment &env,
16 const Generator::Config &gc,
17 const World::Config &wc,
23 , world(block_types, wc)
25 , chunk_loader(world.Chunks(), generator, ws)
27 , spawner(world, skeletons, env.rng)
28 , server(config.net, world, wc, ws)
30 TextureIndex tex_index;
31 env.loader.LoadBlockTypes("default", block_types, tex_index);
32 generator.LoadTypes(block_types);
33 skeletons.LoadHeadless();
34 spawner.LimitSkeletons(1, skeletons.size());
35 server.SetPlayerModel(skeletons[0]);
39 std::cout << "listening on UDP port " << config.net.port << std::endl;
42 ServerState::~ServerState() {
47 void ServerState::Handle(const SDL_Event &event) {
48 if (event.type == SDL_QUIT) {
49 std::cout << "saving remaining chunks" << std::endl;
50 for (Chunk &chunk : world.Chunks()) {
51 if (chunk.ShouldUpdateSave()) {
52 chunk_loader.SaveFile().Write(chunk);
60 void ServerState::Update(int dt) {
61 loop_timer.Update(dt);
64 while (loop_timer.HitOnce()) {
65 spawner.Update(loop_timer.Interval());
66 world.Update(loop_timer.Interval());
67 world_dt += loop_timer.Interval();
68 loop_timer.PopIteration();
70 chunk_loader.Update(dt);
72 server.Update(world_dt);
77 void ServerState::Render(Viewport &viewport) {