1 #include "InitialState.hpp"
2 #include "InteractiveState.hpp"
3 #include "MasterState.hpp"
5 #include "../app/Environment.hpp"
6 #include "../app/init.hpp"
7 #include "../app/TextureIndex.hpp"
8 #include "../model/CompositeModel.hpp"
11 #include <glm/gtx/io.hpp>
19 InitialState::InitialState(MasterState &master)
22 message.Position(glm::vec3(0.0f), Gravity::CENTER);
23 message.Set(master.GetEnv().assets.large_ui_font, "logging in");
26 void InitialState::OnEnter() {
30 void InitialState::Handle(const SDL_Event &evt) {
31 if (evt.type == SDL_QUIT) {
36 void InitialState::Update(int dt) {
40 void InitialState::Render(Viewport &viewport) {
41 message.Render(viewport);
45 // TODO: this clutter is a giant mess
46 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
49 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
50 , world(block_types, master.GetWorldConf())
52 master.GetInterfaceConf(),
55 world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
57 , chunk_renderer(*interface.GetPlayer().chunks)
62 TextureIndex tex_index;
63 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
64 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
65 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
67 // TODO: better solution for initializing HUD
68 interface.SelectNext();
73 void InteractiveState::OnEnter() {
74 master.GetEnv().window.GrabMouse();
77 void InteractiveState::Handle(const SDL_Event &event) {
80 interface.HandlePress(event.key);
83 interface.HandleRelease(event.key);
85 case SDL_MOUSEBUTTONDOWN:
86 interface.HandlePress(event.button);
88 case SDL_MOUSEBUTTONUP:
89 interface.HandleRelease(event.button);
92 interface.Handle(event.motion);
95 interface.Handle(event.wheel);
105 void InteractiveState::Update(int dt) {
106 loop_timer.Update(dt);
107 update_timer.Update(dt);
110 interface.Update(dt);
111 while (loop_timer.HitOnce()) {
112 world.Update(loop_timer.Interval());
113 loop_timer.PopIteration();
115 chunk_renderer.Update(dt);
117 Entity &player = *interface.GetPlayer().entity;
119 if (update_timer.Hit()) {
120 PushPlayerUpdate(player);
123 glm::mat4 trans = player.Transform(player.ChunkCoords());
124 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
125 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
126 master.GetEnv().audio.Position(player.Position());
127 master.GetEnv().audio.Velocity(player.Velocity());
128 master.GetEnv().audio.Orientation(dir, up);
131 void InteractiveState::PushPlayerUpdate(const Entity &player) {
132 std::uint16_t packet = master.GetClient().SendPlayerUpdate(player);
133 if (player_hist.size() < 16) {
134 player_hist.emplace_back(player.GetState(), packet);
136 auto entry = player_hist.begin();
137 entry->state = player.GetState();
138 entry->packet = packet;
139 player_hist.splice(player_hist.end(), player_hist, entry);
143 void InteractiveState::MergePlayerCorrection(uint16_t seq, const EntityState &corrected_state) {
144 if (player_hist.empty()) return;
146 auto entry = player_hist.begin();
147 auto end = player_hist.end();
149 // drop anything older than the fix
150 while (entry != end) {
151 int pack_diff = int16_t(seq) - int16_t(entry->packet);
153 entry = player_hist.erase(entry);
159 EntityState replay_state(corrected_state);
160 EntityState &player_state = interface.GetPlayer().entity->GetState();
163 entry->state.chunk_pos = replay_state.chunk_pos;
164 entry->state.block_pos = replay_state.block_pos;
168 while (entry != end) {
169 replay_state.velocity = entry->state.velocity;
170 replay_state.Update(16);
171 entry->state.chunk_pos = replay_state.chunk_pos;
172 entry->state.block_pos = replay_state.block_pos;
176 glm::vec3 displacement(replay_state.Diff(player_state));
177 const float disp_squared = dot(displacement, displacement);
179 if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
183 constexpr float warp_thresh = 1.0f;
184 constexpr float max_disp = 0.0001f; // (1/100)^2
186 if (disp_squared > warp_thresh) {
187 player_state.chunk_pos = replay_state.chunk_pos;
188 player_state.block_pos = replay_state.block_pos;
189 } else if (disp_squared < max_disp) {
190 player_state.block_pos += displacement;
192 displacement *= 0.01f / sqrt(disp_squared);
193 player_state.block_pos += displacement;
197 void InteractiveState::Render(Viewport &viewport) {
198 Entity &player = *interface.GetPlayer().entity;
199 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
200 chunk_renderer.Render(viewport);
201 world.Render(viewport);
202 interface.Render(viewport);
206 MasterState::MasterState(
208 const World::Config &wc,
209 const Interface::Config &ic,
210 const Client::Config &cc)
221 client.GetConnection().SetHandler(this);
222 update_timer.Start();
225 void MasterState::Quit() {
226 if (!client.GetConnection().Closed()) {
229 env.state.PopUntil(this);
233 void MasterState::OnEnter() {
234 login_packet = client.SendLogin(intf_conf.player_name);
235 env.state.Push(&init_state);
239 void MasterState::Handle(const SDL_Event &event) {
244 void MasterState::Update(int dt) {
245 update_timer.Update(dt);
251 void MasterState::Render(Viewport &) {
256 void MasterState::OnPacketLost(uint16_t id) {
257 if (id == login_packet) {
258 login_packet = client.SendLogin(intf_conf.player_name);
262 void MasterState::OnTimeout() {
263 if (client.GetConnection().Closed()) {
264 // TODO: push disconnected message
265 cout << "connection timed out" << endl;
270 void MasterState::On(const Packet::Join &pack) {
271 pack.ReadWorldName(world_conf.name);
275 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
278 cout << "joined game \"" << world_conf.name << '"' << endl;
279 // server received our login
284 pack.ReadPlayerID(player_id);
285 state.reset(new InteractiveState(*this, player_id));
287 pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
289 env.state.PopAfter(this);
290 env.state.Push(state.get());
293 void MasterState::On(const Packet::Part &pack) {
296 cout << "kicked by server" << endl;
299 cout << "login refused by server" << endl;
304 void MasterState::On(const Packet::SpawnEntity &pack) {
306 cout << "got entity spawn before world was created" << endl;
311 pack.ReadEntityID(entity_id);
312 Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
313 UpdateEntity(entity_id, pack.Seq());
314 pack.ReadEntity(entity);
316 pack.ReadSkeletonID(skel_id);
317 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
319 skel->Instantiate(entity.GetModel());
321 cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
324 void MasterState::On(const Packet::DespawnEntity &pack) {
326 cout << "got entity despawn before world was created" << endl;
331 pack.ReadEntityID(entity_id);
332 ClearEntity(entity_id);
333 for (Entity &entity : state->GetWorld().Entities()) {
334 if (entity.ID() == entity_id) {
336 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
342 void MasterState::On(const Packet::EntityUpdate &pack) {
344 cout << "got entity update before world was created" << endl;
349 auto world_iter = state->GetWorld().Entities().begin();
350 auto world_end = state->GetWorld().Entities().end();
353 pack.ReadEntityCount(count);
355 for (uint32_t i = 0; i < count; ++i) {
356 uint32_t entity_id = 0;
357 pack.ReadEntityID(entity_id, i);
359 while (world_iter != world_end && world_iter->ID() < entity_id) {
362 if (world_iter == world_end) {
363 // nothing can be done from here
366 if (world_iter->ID() == entity_id) {
367 if (UpdateEntity(entity_id, pack.Seq())) {
368 pack.ReadEntityState(world_iter->GetState(), i);
374 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
375 auto entry = update_status.find(entity_id);
376 if (entry == update_status.end()) {
377 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
381 int pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
382 int time_diff = update_timer.Elapsed() - entry->second.last_update;
383 entry->second.last_update = update_timer.Elapsed();
385 if (pack_diff > 0 || time_diff > 1500) {
386 entry->second.last_packet = seq;
393 void MasterState::ClearEntity(uint32_t entity_id) {
394 update_status.erase(entity_id);
397 void MasterState::On(const Packet::PlayerCorrection &pack) {
399 cout << "got player correction without a player :S" << endl;
404 EntityState corrected_state;
405 pack.ReadPacketSeq(pack_seq);
406 pack.ReadPlayerState(corrected_state);
407 state->MergePlayerCorrection(pack_seq, corrected_state);