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)
59 TextureIndex tex_index;
60 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
61 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
62 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
64 // TODO: better solution for initializing HUD
65 interface.SelectNext();
68 void InteractiveState::OnEnter() {
69 master.GetEnv().window.GrabMouse();
72 void InteractiveState::Handle(const SDL_Event &event) {
75 interface.HandlePress(event.key);
78 interface.HandleRelease(event.key);
80 case SDL_MOUSEBUTTONDOWN:
81 interface.HandlePress(event.button);
83 case SDL_MOUSEBUTTONUP:
84 interface.HandleRelease(event.button);
87 interface.Handle(event.motion);
90 interface.Handle(event.wheel);
100 void InteractiveState::Update(int dt) {
103 interface.Update(dt);
105 chunk_renderer.Update(dt);
107 Entity &player = *interface.GetPlayer().entity;
109 master.GetClient().SendPlayerUpdate(player);
111 glm::mat4 trans = player.Transform(player.ChunkCoords());
112 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
113 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
114 master.GetEnv().audio.Position(player.Position());
115 master.GetEnv().audio.Velocity(player.Velocity());
116 master.GetEnv().audio.Orientation(dir, up);
119 void InteractiveState::Render(Viewport &viewport) {
120 Entity &player = *interface.GetPlayer().entity;
121 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
122 chunk_renderer.Render(viewport);
123 world.Render(viewport);
124 interface.Render(viewport);
128 MasterState::MasterState(
130 const World::Config &wc,
131 const Interface::Config &ic,
132 const Client::Config &cc)
143 client.GetConnection().SetHandler(this);
144 update_timer.Start();
147 void MasterState::Quit() {
148 if (!client.GetConnection().Closed()) {
151 env.state.PopUntil(this);
155 void MasterState::OnEnter() {
156 login_packet = client.SendLogin(intf_conf.player_name);
157 env.state.Push(&init_state);
161 void MasterState::Handle(const SDL_Event &event) {
166 void MasterState::Update(int dt) {
167 update_timer.Update(dt);
173 void MasterState::Render(Viewport &) {
178 void MasterState::OnPacketLost(uint16_t id) {
179 if (id == login_packet) {
180 login_packet = client.SendLogin(intf_conf.player_name);
184 void MasterState::OnTimeout() {
185 if (client.GetConnection().Closed()) {
186 // TODO: push disconnected message
187 cout << "connection timed out" << endl;
192 void MasterState::On(const Packet::Join &pack) {
193 pack.ReadWorldName(world_conf.name);
197 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
200 cout << "joined game \"" << world_conf.name << '"' << endl;
201 // server received our login
206 pack.ReadPlayerID(player_id);
207 state.reset(new InteractiveState(*this, player_id));
209 pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
211 env.state.PopAfter(this);
212 env.state.Push(state.get());
215 void MasterState::On(const Packet::Part &pack) {
218 cout << "kicked by server" << endl;
221 cout << "login refused by server" << endl;
226 void MasterState::On(const Packet::SpawnEntity &pack) {
228 cout << "got entity spawn before world was created" << endl;
233 pack.ReadEntityID(entity_id);
234 Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
235 UpdateEntity(entity_id, pack.Seq());
236 pack.ReadEntity(entity);
238 pack.ReadSkeletonID(skel_id);
239 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
241 skel->Instantiate(entity.GetModel());
243 cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
246 void MasterState::On(const Packet::DespawnEntity &pack) {
248 cout << "got entity despawn before world was created" << endl;
253 pack.ReadEntityID(entity_id);
254 ClearEntity(entity_id);
255 for (Entity &entity : state->GetWorld().Entities()) {
256 if (entity.ID() == entity_id) {
258 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
264 void MasterState::On(const Packet::EntityUpdate &pack) {
266 cout << "got entity update before world was created" << endl;
271 auto world_iter = state->GetWorld().Entities().begin();
272 auto world_end = state->GetWorld().Entities().end();
275 pack.ReadEntityCount(count);
277 for (uint32_t i = 0; i < count; ++i) {
278 uint32_t entity_id = 0;
279 pack.ReadEntityID(entity_id, i);
281 while (world_iter != world_end && world_iter->ID() < entity_id) {
284 if (world_iter == world_end) {
285 // nothing can be done from here
288 if (world_iter->ID() == entity_id) {
289 if (UpdateEntity(entity_id, pack.Seq())) {
290 pack.ReadEntity(*world_iter, i);
296 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
297 auto entry = update_status.find(entity_id);
298 if (entry == update_status.end()) {
299 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
303 int pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
304 int time_diff = update_timer.Elapsed() - entry->second.last_update;
305 entry->second.last_update = update_timer.Elapsed();
307 if (pack_diff > 0 || time_diff > 1500) {
308 entry->second.last_packet = seq;
315 void MasterState::ClearEntity(uint32_t entity_id) {
316 update_status.erase(entity_id);