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move serverside joining from state to server
[blank.git] / src / server / ServerState.cpp
1 #include "ServerState.hpp"
2
3 #include "../app/Environment.hpp"
4 #include "../app/TextureIndex.hpp"
5 #include "../io/WorldSave.hpp"
6 #include "../net/io.hpp"
7
8 #include <iostream>
9
10
11 namespace blank {
12 namespace server {
13
14 ServerState::ServerState(
15         HeadlessEnvironment &env,
16         const Generator::Config &gc,
17         const World::Config &wc,
18         const WorldSave &ws,
19         const Config &config
20 )
21 : env(env)
22 , block_types()
23 , world(block_types, wc)
24 , generator(gc)
25 , chunk_loader(world.Chunks(), generator, ws)
26 , skeletons()
27 , spawner(world, skeletons, env.rng)
28 , server(config.net, world, wc, ws)
29 , loop_timer(16) {
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]);
36
37         loop_timer.Start();
38
39         std::cout << "listening on UDP port " << config.net.port << std::endl;
40 }
41
42 ServerState::~ServerState() {
43
44 }
45
46
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);
53                         }
54                 }
55                 env.state.PopAll();
56         }
57 }
58
59
60 void ServerState::Update(int dt) {
61         loop_timer.Update(dt);
62         server.Handle();
63         int world_dt = 0;
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();
69         }
70         chunk_loader.Update(dt);
71         if (world_dt > 0) {
72                 server.Update(world_dt);
73         }
74 }
75
76
77 void ServerState::Render(Viewport &viewport) {
78
79 }
80
81 }
82 }