suicmez/soup/server.sui
2025-12-17 21:02:34 +05:30

67 lines
2 KiB
Text

# 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