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) {
106 interface.Update(dt);
108 chunk_renderer.Update(dt);
110 update_timer.Update(dt);
112 Entity &player = *interface.GetPlayer().entity;
114 if (update_timer.Hit()) {
115 PushPlayerUpdate(player);
118 glm::mat4 trans = player.Transform(player.ChunkCoords());
119 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
120 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
121 master.GetEnv().audio.Position(player.Position());
122 master.GetEnv().audio.Velocity(player.Velocity());
123 master.GetEnv().audio.Orientation(dir, up);
126 void InteractiveState::PushPlayerUpdate(const Entity &player) {
127 std::uint16_t packet = master.GetClient().SendPlayerUpdate(player);
128 if (player_hist.size() < 16) {
129 player_hist.emplace_back(player.GetState(), update_timer.Elapsed(), packet);
131 auto entry = player_hist.begin();
132 entry->state = player.GetState();
133 entry->timestamp = update_timer.Elapsed();
134 entry->packet = packet;
135 player_hist.splice(player_hist.end(), player_hist, entry);
139 void InteractiveState::MergePlayerCorrection(uint16_t seq, const EntityState &corrected_state) {
140 if (player_hist.empty()) return;
142 auto entry = player_hist.begin();
143 auto end = player_hist.end();
145 // drop anything older than the fix
146 while (entry != end) {
147 int pack_diff = int16_t(seq) - int16_t(entry->packet);
149 entry = player_hist.erase(entry);
154 if (entry == end) return;
157 void InteractiveState::Render(Viewport &viewport) {
158 Entity &player = *interface.GetPlayer().entity;
159 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
160 chunk_renderer.Render(viewport);
161 world.Render(viewport);
162 interface.Render(viewport);
166 MasterState::MasterState(
168 const World::Config &wc,
169 const Interface::Config &ic,
170 const Client::Config &cc)
181 client.GetConnection().SetHandler(this);
182 update_timer.Start();
185 void MasterState::Quit() {
186 if (!client.GetConnection().Closed()) {
189 env.state.PopUntil(this);
193 void MasterState::OnEnter() {
194 login_packet = client.SendLogin(intf_conf.player_name);
195 env.state.Push(&init_state);
199 void MasterState::Handle(const SDL_Event &event) {
204 void MasterState::Update(int dt) {
205 update_timer.Update(dt);
211 void MasterState::Render(Viewport &) {
216 void MasterState::OnPacketLost(uint16_t id) {
217 if (id == login_packet) {
218 login_packet = client.SendLogin(intf_conf.player_name);
222 void MasterState::OnTimeout() {
223 if (client.GetConnection().Closed()) {
224 // TODO: push disconnected message
225 cout << "connection timed out" << endl;
230 void MasterState::On(const Packet::Join &pack) {
231 pack.ReadWorldName(world_conf.name);
235 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
238 cout << "joined game \"" << world_conf.name << '"' << endl;
239 // server received our login
244 pack.ReadPlayerID(player_id);
245 state.reset(new InteractiveState(*this, player_id));
247 pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
249 env.state.PopAfter(this);
250 env.state.Push(state.get());
253 void MasterState::On(const Packet::Part &pack) {
256 cout << "kicked by server" << endl;
259 cout << "login refused by server" << endl;
264 void MasterState::On(const Packet::SpawnEntity &pack) {
266 cout << "got entity spawn before world was created" << endl;
271 pack.ReadEntityID(entity_id);
272 Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
273 UpdateEntity(entity_id, pack.Seq());
274 pack.ReadEntity(entity);
276 pack.ReadSkeletonID(skel_id);
277 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
279 skel->Instantiate(entity.GetModel());
281 cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
284 void MasterState::On(const Packet::DespawnEntity &pack) {
286 cout << "got entity despawn before world was created" << endl;
291 pack.ReadEntityID(entity_id);
292 ClearEntity(entity_id);
293 for (Entity &entity : state->GetWorld().Entities()) {
294 if (entity.ID() == entity_id) {
296 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
302 void MasterState::On(const Packet::EntityUpdate &pack) {
304 cout << "got entity update before world was created" << endl;
309 auto world_iter = state->GetWorld().Entities().begin();
310 auto world_end = state->GetWorld().Entities().end();
313 pack.ReadEntityCount(count);
315 for (uint32_t i = 0; i < count; ++i) {
316 uint32_t entity_id = 0;
317 pack.ReadEntityID(entity_id, i);
319 while (world_iter != world_end && world_iter->ID() < entity_id) {
322 if (world_iter == world_end) {
323 // nothing can be done from here
326 if (world_iter->ID() == entity_id) {
327 if (UpdateEntity(entity_id, pack.Seq())) {
328 pack.ReadEntityState(world_iter->GetState(), i);
334 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
335 auto entry = update_status.find(entity_id);
336 if (entry == update_status.end()) {
337 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
341 int pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
342 int time_diff = update_timer.Elapsed() - entry->second.last_update;
343 entry->second.last_update = update_timer.Elapsed();
345 if (pack_diff > 0 || time_diff > 1500) {
346 entry->second.last_packet = seq;
353 void MasterState::ClearEntity(uint32_t entity_id) {
354 update_status.erase(entity_id);
357 void MasterState::On(const Packet::PlayerCorrection &pack) {
359 cout << "got player correction without a player :S" << endl;
364 EntityState corrected_state;
365 pack.ReadPacketSeq(pack_seq);
366 pack.ReadPlayerState(corrected_state);
367 state->MergePlayerCorrection(pack_seq, corrected_state);