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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 , update_timer(16) {
60         TextureIndex tex_index;
61         master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
62         chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
63         chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
64         skeletons.Load();
65         // TODO: better solution for initializing HUD
66         interface.SelectNext();
67         update_timer.Start();
68 }
69
70 void InteractiveState::OnEnter() {
71         master.GetEnv().window.GrabMouse();
72 }
73
74 void InteractiveState::Handle(const SDL_Event &event) {
75         switch (event.type) {
76                 case SDL_KEYDOWN:
77                         interface.HandlePress(event.key);
78                         break;
79                 case SDL_KEYUP:
80                         interface.HandleRelease(event.key);
81                         break;
82                 case SDL_MOUSEBUTTONDOWN:
83                         interface.HandlePress(event.button);
84                         break;
85                 case SDL_MOUSEBUTTONUP:
86                         interface.HandleRelease(event.button);
87                         break;
88                 case SDL_MOUSEMOTION:
89                         interface.Handle(event.motion);
90                         break;
91                 case SDL_MOUSEWHEEL:
92                         interface.Handle(event.wheel);
93                         break;
94                 case SDL_QUIT:
95                         master.Quit();
96                         break;
97                 default:
98                         break;
99         }
100 }
101
102 void InteractiveState::Update(int dt) {
103         master.Update(dt);
104
105         interface.Update(dt);
106         world.Update(dt);
107         chunk_renderer.Update(dt);
108
109         update_timer.Update(dt);
110
111         Entity &player = *interface.GetPlayer().entity;
112
113         if (update_timer.Hit()) {
114                 master.GetClient().SendPlayerUpdate(player);
115         }
116
117         glm::mat4 trans = player.Transform(player.ChunkCoords());
118         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
119         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
120         master.GetEnv().audio.Position(player.Position());
121         master.GetEnv().audio.Velocity(player.Velocity());
122         master.GetEnv().audio.Orientation(dir, up);
123 }
124
125 void InteractiveState::Render(Viewport &viewport) {
126         Entity &player = *interface.GetPlayer().entity;
127         viewport.WorldPosition(player.Transform(player.ChunkCoords()));
128         chunk_renderer.Render(viewport);
129         world.Render(viewport);
130         interface.Render(viewport);
131 }
132
133
134 MasterState::MasterState(
135         Environment &env,
136         const World::Config &wc,
137         const Interface::Config &ic,
138         const Client::Config &cc)
139 : env(env)
140 , world_conf(wc)
141 , intf_conf(ic)
142 , client_conf(cc)
143 , state()
144 , client(cc)
145 , init_state(*this)
146 , login_packet(-1)
147 , update_status()
148 , update_timer(16) {
149         client.GetConnection().SetHandler(this);
150         update_timer.Start();
151 }
152
153 void MasterState::Quit() {
154         if (!client.GetConnection().Closed()) {
155                 client.SendPart();
156         }
157         env.state.PopUntil(this);
158 }
159
160
161 void MasterState::OnEnter() {
162         login_packet = client.SendLogin(intf_conf.player_name);
163         env.state.Push(&init_state);
164 }
165
166
167 void MasterState::Handle(const SDL_Event &event) {
168
169 }
170
171
172 void MasterState::Update(int dt) {
173         update_timer.Update(dt);
174         client.Handle();
175         client.Update(dt);
176 }
177
178
179 void MasterState::Render(Viewport &) {
180
181 }
182
183
184 void MasterState::OnPacketLost(uint16_t id) {
185         if (id == login_packet) {
186                 login_packet = client.SendLogin(intf_conf.player_name);
187         }
188 }
189
190 void MasterState::OnTimeout() {
191         if (client.GetConnection().Closed()) {
192                 // TODO: push disconnected message
193                 cout << "connection timed out" << endl;
194                 Quit();
195         }
196 }
197
198 void MasterState::On(const Packet::Join &pack) {
199         pack.ReadWorldName(world_conf.name);
200
201         if (state) {
202                 // changing worlds
203                 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
204         } else {
205                 // joining game
206                 cout << "joined game \"" << world_conf.name << '"' << endl;
207                 // server received our login
208                 login_packet = -1;
209         }
210
211         uint32_t player_id;
212         pack.ReadPlayerID(player_id);
213         state.reset(new InteractiveState(*this, player_id));
214
215         pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
216
217         env.state.PopAfter(this);
218         env.state.Push(state.get());
219 }
220
221 void MasterState::On(const Packet::Part &pack) {
222         if (state) {
223                 // kicked
224                 cout << "kicked by server" << endl;
225         } else {
226                 // join refused
227                 cout << "login refused by server" << endl;
228         }
229         Quit();
230 }
231
232 void MasterState::On(const Packet::SpawnEntity &pack) {
233         if (!state) {
234                 cout << "got entity spawn before world was created" << endl;
235                 Quit();
236                 return;
237         }
238         uint32_t entity_id;
239         pack.ReadEntityID(entity_id);
240         Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
241         UpdateEntity(entity_id, pack.Seq());
242         pack.ReadEntity(entity);
243         uint32_t skel_id;
244         pack.ReadSkeletonID(skel_id);
245         CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
246         if (skel) {
247                 skel->Instantiate(entity.GetModel());
248         }
249         cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
250 }
251
252 void MasterState::On(const Packet::DespawnEntity &pack) {
253         if (!state) {
254                 cout << "got entity despawn before world was created" << endl;
255                 Quit();
256                 return;
257         }
258         uint32_t entity_id;
259         pack.ReadEntityID(entity_id);
260         ClearEntity(entity_id);
261         for (Entity &entity : state->GetWorld().Entities()) {
262                 if (entity.ID() == entity_id) {
263                         entity.Kill();
264                         cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
265                         return;
266                 }
267         }
268 }
269
270 void MasterState::On(const Packet::EntityUpdate &pack) {
271         if (!state) {
272                 cout << "got entity update before world was created" << endl;
273                 Quit();
274                 return;
275         }
276
277         auto world_iter = state->GetWorld().Entities().begin();
278         auto world_end = state->GetWorld().Entities().end();
279
280         uint32_t count = 0;
281         pack.ReadEntityCount(count);
282
283         for (uint32_t i = 0; i < count; ++i) {
284                 uint32_t entity_id = 0;
285                 pack.ReadEntityID(entity_id, i);
286
287                 while (world_iter != world_end && world_iter->ID() < entity_id) {
288                         ++world_iter;
289                 }
290                 if (world_iter == world_end) {
291                         // nothing can be done from here
292                         return;
293                 }
294                 if (world_iter->ID() == entity_id) {
295                         if (UpdateEntity(entity_id, pack.Seq())) {
296                                 pack.ReadEntityState(world_iter->GetState(), i);
297                         }
298                 }
299         }
300 }
301
302 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
303         auto entry = update_status.find(entity_id);
304         if (entry == update_status.end()) {
305                 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
306                 return true;
307         }
308
309         int pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
310         int time_diff = update_timer.Elapsed() - entry->second.last_update;
311         entry->second.last_update = update_timer.Elapsed();
312
313         if (pack_diff > 0 || time_diff > 1500) {
314                 entry->second.last_packet = seq;
315                 return true;
316         } else {
317                 return false;
318         }
319 }
320
321 void MasterState::ClearEntity(uint32_t entity_id) {
322         update_status.erase(entity_id);
323 }
324
325 }
326 }