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