# Soup - Server # Voxel Battle Royale Server # Handles game logic, physics, and player synchronization fn main() -> int do # Server configuration let SERVER_HOST = "127.0.0.1" let SERVER_PORT = 8888 let MAX_PLAYERS = 100 let MAX_CONNECTIONS = 128 let NETWORK_TICK_RATE = 20 let MATCH_DURATION_SECONDS = 600 let ZONE_SHRINK_START = 120 let ZONE_SHRINK_INTERVAL = 60 let INITIAL_SAFE_ZONE_RADIUS = 200.0 let FINAL_SAFE_ZONE_RADIUS = 20.0 let ISLAND_SIZE_X = 512 let ISLAND_SIZE_Z = 512 let ISLAND_MAX_HEIGHT = 128 let ISLAND_SCALE = 50.0 let ISLAND_OCTAVES = 6 # Initialize ODE physics for server-side validation ode_init() defer ode_close() let world = ode_world_create() defer ode_world_destroy(world) let null_space = 0 as *() let space = ode_simple_space_create(null_space) defer ode_space_destroy(space) # Set gravity for physics validation ode_world_set_gravity(world, 0.0, -9.81, 0.0) let contactgroup = ode_joint_group_create(0) defer ode_joint_group_destroy(contactgroup) # Create ground plane for server-side collision checking let ground_geom = ode_create_plane_geom(space, 0.0, 1.0, 0.0, 0.0) defer ode_geom_destroy(ground_geom) # Main server loop let mut tick = 0 let tick_interval = 1.0 / 20.0 # NETWORK_TICK_RATE = 20 while true do # Simulate game ticks tick = tick + 1 # Physics update for validation ode_space_collide(world, space, contactgroup) ode_world_step(world, tick_interval) ode_joint_group_empty(contactgroup) # In a real implementation, this would: # - Handle incoming player connections # - Process player input messages # - Update game state and physics # - Broadcast state to all connected clients # - Handle zone shrinking for battle royale # - Check for player elimination # - Manage match lifecycle end 0 end