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)
61 TextureIndex tex_index;
62 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
63 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
64 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
66 // TODO: better solution for initializing HUD
67 interface.SelectNext();
71 void InteractiveState::OnEnter() {
72 master.GetEnv().window.GrabMouse();
75 void InteractiveState::Handle(const SDL_Event &event) {
78 interface.HandlePress(event.key);
81 interface.HandleRelease(event.key);
83 case SDL_MOUSEBUTTONDOWN:
84 interface.HandlePress(event.button);
86 case SDL_MOUSEBUTTONUP:
87 interface.HandleRelease(event.button);
90 interface.Handle(event.motion);
93 interface.Handle(event.wheel);
103 void InteractiveState::Update(int dt) {
104 loop_timer.Update(dt);
107 interface.Update(dt);
109 while (loop_timer.HitOnce()) {
110 world.Update(loop_timer.Interval());
111 world_dt += loop_timer.Interval();
112 loop_timer.PopIteration();
114 chunk_renderer.Update(dt);
116 Entity &player = *interface.GetPlayer().entity;
119 PushPlayerUpdate(player, world_dt);
122 glm::mat4 trans = player.Transform(player.ChunkCoords());
123 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
124 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
125 master.GetEnv().audio.Position(player.Position());
126 master.GetEnv().audio.Velocity(player.Velocity());
127 master.GetEnv().audio.Orientation(dir, up);
130 void InteractiveState::PushPlayerUpdate(const Entity &player, int dt) {
131 std::uint16_t packet = master.GetClient().SendPlayerUpdate(player);
132 if (player_hist.size() < 16) {
133 player_hist.emplace_back(player.GetState(), dt, packet);
135 auto entry = player_hist.begin();
136 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 // we may have received an older packet
150 int pack_diff = int16_t(seq) - int16_t(entry->packet);
152 // indeed we have, just ignore it
156 // drop anything older than the fix
157 while (entry != end) {
158 pack_diff = int16_t(seq) - int16_t(entry->packet);
160 entry = player_hist.erase(entry);
166 EntityState replay_state(corrected_state);
167 EntityState &player_state = interface.GetPlayer().entity->GetState();
170 entry->state.chunk_pos = replay_state.chunk_pos;
171 entry->state.block_pos = replay_state.block_pos;
175 while (entry != end) {
176 replay_state.velocity = entry->state.velocity;
177 replay_state.Update(entry->delta_t);
178 entry->state.chunk_pos = replay_state.chunk_pos;
179 entry->state.block_pos = replay_state.block_pos;
183 glm::vec3 displacement(replay_state.Diff(player_state));
184 const float disp_squared = dot(displacement, displacement);
186 if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
190 // if offset > 10cm, warp the player
191 // otherwise, move at most 1cm per frame towards
192 // the fixed position (160ms, so shouldn't be too noticeable)
193 constexpr float warp_thresh = 0.01f; // (1/10)^2
194 constexpr float max_disp = 0.0001f; // (1/100)^2
196 if (disp_squared > warp_thresh) {
197 player_state.chunk_pos = replay_state.chunk_pos;
198 player_state.block_pos = replay_state.block_pos;
199 } else if (disp_squared < max_disp) {
200 player_state.block_pos += displacement;
202 displacement *= 0.01f / sqrt(disp_squared);
203 player_state.block_pos += displacement;
207 void InteractiveState::Render(Viewport &viewport) {
208 Entity &player = *interface.GetPlayer().entity;
209 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
210 chunk_renderer.Render(viewport);
211 world.Render(viewport);
212 interface.Render(viewport);
216 MasterState::MasterState(
218 const World::Config &wc,
219 const Interface::Config &ic,
220 const Client::Config &cc)
231 client.GetConnection().SetHandler(this);
232 update_timer.Start();
235 void MasterState::Quit() {
236 if (!client.GetConnection().Closed()) {
239 env.state.PopUntil(this);
243 void MasterState::OnEnter() {
244 login_packet = client.SendLogin(intf_conf.player_name);
245 env.state.Push(&init_state);
249 void MasterState::Handle(const SDL_Event &event) {
254 void MasterState::Update(int dt) {
255 update_timer.Update(dt);
261 void MasterState::Render(Viewport &) {
266 void MasterState::OnPacketLost(uint16_t id) {
267 if (id == login_packet) {
268 login_packet = client.SendLogin(intf_conf.player_name);
272 void MasterState::OnTimeout() {
273 if (client.GetConnection().Closed()) {
274 // TODO: push disconnected message
275 cout << "connection timed out" << endl;
280 void MasterState::On(const Packet::Join &pack) {
281 pack.ReadWorldName(world_conf.name);
285 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
288 cout << "joined game \"" << world_conf.name << '"' << endl;
289 // server received our login
294 pack.ReadPlayerID(player_id);
295 state.reset(new InteractiveState(*this, player_id));
297 pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
299 env.state.PopAfter(this);
300 env.state.Push(state.get());
303 void MasterState::On(const Packet::Part &pack) {
306 cout << "kicked by server" << endl;
309 cout << "login refused by server" << endl;
314 void MasterState::On(const Packet::SpawnEntity &pack) {
316 cout << "got entity spawn before world was created" << endl;
321 pack.ReadEntityID(entity_id);
322 Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
323 UpdateEntity(entity_id, pack.Seq());
324 pack.ReadEntity(entity);
326 pack.ReadSkeletonID(skel_id);
327 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
329 skel->Instantiate(entity.GetModel());
331 cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
334 void MasterState::On(const Packet::DespawnEntity &pack) {
336 cout << "got entity despawn before world was created" << endl;
341 pack.ReadEntityID(entity_id);
342 ClearEntity(entity_id);
343 for (Entity &entity : state->GetWorld().Entities()) {
344 if (entity.ID() == entity_id) {
346 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
352 void MasterState::On(const Packet::EntityUpdate &pack) {
354 cout << "got entity update before world was created" << endl;
359 auto world_iter = state->GetWorld().Entities().begin();
360 auto world_end = state->GetWorld().Entities().end();
363 pack.ReadEntityCount(count);
365 for (uint32_t i = 0; i < count; ++i) {
366 uint32_t entity_id = 0;
367 pack.ReadEntityID(entity_id, i);
369 while (world_iter != world_end && world_iter->ID() < entity_id) {
372 if (world_iter == world_end) {
373 // nothing can be done from here
376 if (world_iter->ID() == entity_id) {
377 if (UpdateEntity(entity_id, pack.Seq())) {
378 pack.ReadEntityState(world_iter->GetState(), i);
384 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
385 auto entry = update_status.find(entity_id);
386 if (entry == update_status.end()) {
387 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
391 int pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
392 int time_diff = update_timer.Elapsed() - entry->second.last_update;
393 entry->second.last_update = update_timer.Elapsed();
395 if (pack_diff > 0 || time_diff > 1500) {
396 entry->second.last_packet = seq;
403 void MasterState::ClearEntity(uint32_t entity_id) {
404 update_status.erase(entity_id);
407 void MasterState::On(const Packet::PlayerCorrection &pack) {
409 cout << "got player correction without a player :S" << endl;
414 EntityState corrected_state;
415 pack.ReadPacketSeq(pack_seq);
416 pack.ReadPlayerState(corrected_state);
417 state->MergePlayerCorrection(pack_seq, corrected_state);