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1 #include "InitialState.hpp"
2 #include "InteractiveState.hpp"
3 #include "MasterState.hpp"
4
5 #include "../app/Environment.hpp"
6 #include "../app/init.hpp"
7 #include "../app/TextureIndex.hpp"
8 #include "../model/CompositeModel.hpp"
9
10 #include <iostream>
11 #include <glm/gtx/io.hpp>
12
13 using namespace std;
14
15
16 namespace blank {
17 namespace client {
18
19 InitialState::InitialState(MasterState &master)
20 : master(master)
21 , message() {
22         message.Position(glm::vec3(0.0f), Gravity::CENTER);
23         message.Set(master.GetEnv().assets.large_ui_font, "logging in");
24 }
25
26 void InitialState::OnEnter() {
27
28 }
29
30 void InitialState::Handle(const SDL_Event &evt) {
31         if (evt.type == SDL_QUIT) {
32                 master.Quit();
33         }
34 }
35
36 void InitialState::Update(int dt) {
37         master.Update(dt);
38 }
39
40 void InitialState::Render(Viewport &viewport) {
41         message.Render(viewport);
42 }
43
44
45 // TODO: this clutter is a giant mess
46 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
47 : master(master)
48 , block_types()
49 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
50 , world(block_types, master.GetWorldConf())
51 , interface(
52         master.GetInterfaceConf(),
53         master.GetEnv(),
54         world,
55         world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
56 )
57 , chunk_renderer(*interface.GetPlayer().chunks)
58 , skeletons()
59 , loop_timer(16)
60 , player_hist() {
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);
65         skeletons.Load();
66         // TODO: better solution for initializing HUD
67         interface.SelectNext();
68         loop_timer.Start();
69 }
70
71 void InteractiveState::OnEnter() {
72         master.GetEnv().window.GrabMouse();
73 }
74
75 void InteractiveState::Handle(const SDL_Event &event) {
76         switch (event.type) {
77                 case SDL_KEYDOWN:
78                         interface.HandlePress(event.key);
79                         break;
80                 case SDL_KEYUP:
81                         interface.HandleRelease(event.key);
82                         break;
83                 case SDL_MOUSEBUTTONDOWN:
84                         interface.HandlePress(event.button);
85                         break;
86                 case SDL_MOUSEBUTTONUP:
87                         interface.HandleRelease(event.button);
88                         break;
89                 case SDL_MOUSEMOTION:
90                         interface.Handle(event.motion);
91                         break;
92                 case SDL_MOUSEWHEEL:
93                         interface.Handle(event.wheel);
94                         break;
95                 case SDL_QUIT:
96                         master.Quit();
97                         break;
98                 default:
99                         break;
100         }
101 }
102
103 void InteractiveState::Update(int dt) {
104         loop_timer.Update(dt);
105         master.Update(dt);
106
107         interface.Update(dt);
108         int world_dt = 0;
109         while (loop_timer.HitOnce()) {
110                 world.Update(loop_timer.Interval());
111                 world_dt += loop_timer.Interval();
112                 loop_timer.PopIteration();
113         }
114         chunk_renderer.Update(dt);
115
116         Entity &player = *interface.GetPlayer().entity;
117
118         if (world_dt > 0) {
119                 PushPlayerUpdate(player, world_dt);
120         }
121
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);
128 }
129
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);
134         } else {
135                 auto entry = player_hist.begin();
136                 entry->state = player.GetState();
137                 entry->delta_t = dt;
138                 entry->packet = packet;
139                 player_hist.splice(player_hist.end(), player_hist, entry);
140         }
141 }
142
143 void InteractiveState::MergePlayerCorrection(uint16_t seq, const EntityState &corrected_state) {
144         if (player_hist.empty()) return;
145
146         auto entry = player_hist.begin();
147         auto end = player_hist.end();
148
149         // we may have received an older packet
150         int pack_diff = int16_t(seq) - int16_t(entry->packet);
151         if (pack_diff < 0) {
152                 // indeed we have, just ignore it
153                 return;
154         }
155
156         // drop anything older than the fix
157         while (entry != end) {
158                 pack_diff = int16_t(seq) - int16_t(entry->packet);
159                 if (pack_diff > 0) {
160                         entry = player_hist.erase(entry);
161                 } else {
162                         break;
163                 }
164         }
165
166         EntityState replay_state(corrected_state);
167         EntityState &player_state = interface.GetPlayer().entity->GetState();
168
169         if (entry != end) {
170                 entry->state.chunk_pos = replay_state.chunk_pos;
171                 entry->state.block_pos = replay_state.block_pos;
172                 ++entry;
173         }
174
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;
180                 ++entry;
181         }
182
183         glm::vec3 displacement(replay_state.Diff(player_state));
184         const float disp_squared = dot(displacement, displacement);
185
186         if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
187                 return;
188         }
189
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
195
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;
201         } else {
202                 displacement *= 0.01f / sqrt(disp_squared);
203                 player_state.block_pos += displacement;
204         }
205 }
206
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);
213 }
214
215
216 MasterState::MasterState(
217         Environment &env,
218         const World::Config &wc,
219         const Interface::Config &ic,
220         const Client::Config &cc)
221 : env(env)
222 , world_conf(wc)
223 , intf_conf(ic)
224 , client_conf(cc)
225 , state()
226 , client(cc)
227 , init_state(*this)
228 , login_packet(-1)
229 , update_status()
230 , update_timer(16) {
231         client.GetConnection().SetHandler(this);
232         update_timer.Start();
233 }
234
235 void MasterState::Quit() {
236         if (!client.GetConnection().Closed()) {
237                 client.SendPart();
238         }
239         env.state.PopUntil(this);
240 }
241
242
243 void MasterState::OnEnter() {
244         login_packet = client.SendLogin(intf_conf.player_name);
245         env.state.Push(&init_state);
246 }
247
248
249 void MasterState::Handle(const SDL_Event &event) {
250
251 }
252
253
254 void MasterState::Update(int dt) {
255         update_timer.Update(dt);
256         client.Handle();
257         client.Update(dt);
258 }
259
260
261 void MasterState::Render(Viewport &) {
262
263 }
264
265
266 void MasterState::OnPacketLost(uint16_t id) {
267         if (id == login_packet) {
268                 login_packet = client.SendLogin(intf_conf.player_name);
269         }
270 }
271
272 void MasterState::OnTimeout() {
273         if (client.GetConnection().Closed()) {
274                 // TODO: push disconnected message
275                 cout << "connection timed out" << endl;
276                 Quit();
277         }
278 }
279
280 void MasterState::On(const Packet::Join &pack) {
281         pack.ReadWorldName(world_conf.name);
282
283         if (state) {
284                 // changing worlds
285                 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
286         } else {
287                 // joining game
288                 cout << "joined game \"" << world_conf.name << '"' << endl;
289                 // server received our login
290                 login_packet = -1;
291         }
292
293         uint32_t player_id;
294         pack.ReadPlayerID(player_id);
295         state.reset(new InteractiveState(*this, player_id));
296
297         pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
298
299         env.state.PopAfter(this);
300         env.state.Push(state.get());
301 }
302
303 void MasterState::On(const Packet::Part &pack) {
304         if (state) {
305                 // kicked
306                 cout << "kicked by server" << endl;
307         } else {
308                 // join refused
309                 cout << "login refused by server" << endl;
310         }
311         Quit();
312 }
313
314 void MasterState::On(const Packet::SpawnEntity &pack) {
315         if (!state) {
316                 cout << "got entity spawn before world was created" << endl;
317                 Quit();
318                 return;
319         }
320         uint32_t entity_id;
321         pack.ReadEntityID(entity_id);
322         Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
323         UpdateEntity(entity_id, pack.Seq());
324         pack.ReadEntity(entity);
325         uint32_t skel_id;
326         pack.ReadSkeletonID(skel_id);
327         CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
328         if (skel) {
329                 skel->Instantiate(entity.GetModel());
330         }
331         cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
332 }
333
334 void MasterState::On(const Packet::DespawnEntity &pack) {
335         if (!state) {
336                 cout << "got entity despawn before world was created" << endl;
337                 Quit();
338                 return;
339         }
340         uint32_t entity_id;
341         pack.ReadEntityID(entity_id);
342         ClearEntity(entity_id);
343         for (Entity &entity : state->GetWorld().Entities()) {
344                 if (entity.ID() == entity_id) {
345                         entity.Kill();
346                         cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
347                         return;
348                 }
349         }
350 }
351
352 void MasterState::On(const Packet::EntityUpdate &pack) {
353         if (!state) {
354                 cout << "got entity update before world was created" << endl;
355                 Quit();
356                 return;
357         }
358
359         auto world_iter = state->GetWorld().Entities().begin();
360         auto world_end = state->GetWorld().Entities().end();
361
362         uint32_t count = 0;
363         pack.ReadEntityCount(count);
364
365         for (uint32_t i = 0; i < count; ++i) {
366                 uint32_t entity_id = 0;
367                 pack.ReadEntityID(entity_id, i);
368
369                 while (world_iter != world_end && world_iter->ID() < entity_id) {
370                         ++world_iter;
371                 }
372                 if (world_iter == world_end) {
373                         // nothing can be done from here
374                         return;
375                 }
376                 if (world_iter->ID() == entity_id) {
377                         if (UpdateEntity(entity_id, pack.Seq())) {
378                                 pack.ReadEntityState(world_iter->GetState(), i);
379                         }
380                 }
381         }
382 }
383
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() });
388                 return true;
389         }
390
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();
394
395         if (pack_diff > 0 || time_diff > 1500) {
396                 entry->second.last_packet = seq;
397                 return true;
398         } else {
399                 return false;
400         }
401 }
402
403 void MasterState::ClearEntity(uint32_t entity_id) {
404         update_status.erase(entity_id);
405 }
406
407 void MasterState::On(const Packet::PlayerCorrection &pack) {
408         if (!state) {
409                 cout << "got player correction without a player :S" << endl;
410                 Quit();
411                 return;
412         }
413         uint16_t pack_seq;
414         EntityState corrected_state;
415         pack.ReadPacketSeq(pack_seq);
416         pack.ReadPlayerState(corrected_state);
417         state->MergePlayerCorrection(pack_seq, corrected_state);
418 }
419
420 }
421 }