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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 "../model/Model.hpp"
8 #include "../io/WorldSave.hpp"
9 #include "../world/ChunkIndex.hpp"
10 #include "../world/ChunkStore.hpp"
11
12 #include <iostream>
13 #include <glm/gtx/io.hpp>
14
15 using namespace std;
16
17
18 namespace blank {
19 namespace client {
20
21 InitialState::InitialState(MasterState &master)
22 : master(master)
23 , message() {
24         message.Position(glm::vec3(0.0f), Gravity::CENTER);
25         message.Set(master.GetEnv().assets.large_ui_font, "logging in");
26 }
27
28 void InitialState::OnEnter() {
29
30 }
31
32 void InitialState::Handle(const SDL_Event &evt) {
33         if (evt.type == SDL_QUIT) {
34                 master.Quit();
35         }
36 }
37
38 void InitialState::Update(int dt) {
39         master.Update(dt);
40 }
41
42 void InitialState::Render(Viewport &viewport) {
43         message.Render(viewport);
44 }
45
46
47 // TODO: this clutter is a giant mess
48 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
49 : master(master)
50 , res()
51 , sounds()
52 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
53 , world(res.block_types, master.GetWorldConf())
54 , player(*world.AddPlayer(master.GetConfig().player.name, player_id))
55 , hud(master.GetEnv(), master.GetConfig(), player)
56 , manip(master.GetEnv().audio, sounds, player.GetEntity())
57 , input(world, player, master.GetClient())
58 , interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
59 , chunk_receiver(world.Chunks(), save)
60 , chunk_renderer(player.GetChunks())
61 , loop_timer(16)
62 , stat_timer(1000)
63 , sky(master.GetEnv().loader.LoadCubeMap("skybox"))
64 , update_status()
65 , chat(master.GetEnv(), *this, *this)
66 , time_skipped(0)
67 , packets_skipped(0) {
68         if (!save.Exists()) {
69                 save.Write(master.GetWorldConf());
70         }
71         res.Load(master.GetEnv().loader, "default");
72         if (res.models.size() < 1) {
73                 throw std::runtime_error("need at least one model to run");
74         }
75         res.models[0].Instantiate(player.GetEntity().GetModel());
76         sounds.Load(master.GetEnv().loader, res.snd_index);
77         interface.SetInventorySlots(res.block_types.size() - 1);
78         chunk_renderer.LoadTextures(master.GetEnv().loader, res.tex_index);
79         chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
80         loop_timer.Start();
81         stat_timer.Start();
82         if (save.Exists(player)) {
83                 save.Read(player);
84         }
85 }
86
87 void InteractiveState::OnResume() {
88         OnFocus();
89 }
90
91 void InteractiveState::OnPause() {
92         OnBlur();
93 }
94
95 void InteractiveState::OnFocus() {
96         if (master.GetConfig().input.mouse) {
97                 master.GetEnv().window.GrabMouse();
98         }
99         interface.Unlock();
100 }
101
102 void InteractiveState::OnBlur() {
103         master.GetEnv().window.ReleaseMouse();
104         interface.Lock();
105 }
106
107 void InteractiveState::Handle(const SDL_Event &event) {
108         switch (event.type) {
109                 case SDL_KEYDOWN:
110                         // TODO: move to interface
111                         if (event.key.keysym.sym == SDLK_RETURN) {
112                                 chat.Clear();
113                                 master.GetEnv().state.Push(&chat);
114                                 hud.KeepMessages(true);
115                         } else if (event.key.keysym.sym == SDLK_SLASH) {
116                                 chat.Preset("/");
117                                 master.GetEnv().state.Push(&chat);
118                                 hud.KeepMessages(true);
119                         } else {
120                                 interface.HandlePress(event.key);
121                         }
122                         break;
123                 case SDL_KEYUP:
124                         interface.HandleRelease(event.key);
125                         break;
126                 case SDL_MOUSEBUTTONDOWN:
127                         interface.HandlePress(event.button);
128                         break;
129                 case SDL_MOUSEBUTTONUP:
130                         interface.HandleRelease(event.button);
131                         break;
132                 case SDL_MOUSEMOTION:
133                         interface.Handle(event.motion);
134                         break;
135                 case SDL_MOUSEWHEEL:
136                         interface.Handle(event.wheel);
137                         break;
138                 case SDL_QUIT:
139                         Exit();
140                         break;
141                 default:
142                         break;
143         }
144 }
145
146 void InteractiveState::Update(int dt) {
147         loop_timer.Update(dt);
148         stat_timer.Update(dt);
149         master.Update(dt);
150         chunk_receiver.Update(dt);
151
152         int world_dt = 0;
153         while (loop_timer.HitOnce()) {
154                 world.Update(loop_timer.Interval());
155                 world_dt += loop_timer.Interval();
156                 loop_timer.PopIteration();
157         }
158         chunk_renderer.Update(dt);
159
160         if (input.BlockFocus()) {
161                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
162         } else if (input.EntityFocus()) {
163                 hud.FocusEntity(*input.EntityFocus().entity);
164         } else {
165                 hud.FocusNone();
166         }
167         if (world_dt > 0) {
168                 if (input.UpdateImportant() || packets_skipped >= master.NetStat().SuggestedPacketSkip()) {
169                         input.PushPlayerUpdate(time_skipped + world_dt);
170                         time_skipped = 0;
171                         packets_skipped = 0;
172                 } else {
173                         time_skipped += world_dt;
174                         ++packets_skipped;
175                 }
176         }
177         hud.Display(res.block_types[player.GetInventorySlot() + 1]);
178         if (stat_timer.Hit()) {
179                 hud.UpdateNetStats(master.NetStat());
180         }
181         hud.Update(dt);
182
183         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
184         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
185         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
186         master.GetEnv().audio.Position(player.GetEntity().Position());
187         master.GetEnv().audio.Velocity(player.GetEntity().Velocity());
188         master.GetEnv().audio.Orientation(dir, up);
189 }
190
191 void InteractiveState::Render(Viewport &viewport) {
192         viewport.WorldPosition(player.GetEntity().ViewTransform(player.GetEntity().ChunkCoords()));
193         if (master.GetConfig().video.world) {
194                 chunk_renderer.Render(viewport);
195                 world.Render(viewport);
196                 sky.Render(viewport);
197         }
198         hud.Render(viewport);
199 }
200
201 void InteractiveState::Handle(const Packet::SpawnEntity &pack) {
202         uint32_t entity_id;
203         pack.ReadEntityID(entity_id);
204         Entity &entity = world.ForceAddEntity(entity_id);
205         UpdateEntity(entity_id, pack.Seq());
206         pack.ReadEntity(entity);
207         uint32_t model_id;
208         pack.ReadModelID(model_id);
209         if (model_id > 0 && model_id <= res.models.size()) {
210                 res.models.Get(model_id).Instantiate(entity.GetModel());
211         }
212 }
213
214 void InteractiveState::Handle(const Packet::DespawnEntity &pack) {
215         uint32_t entity_id;
216         pack.ReadEntityID(entity_id);
217         ClearEntity(entity_id);
218         for (Entity &entity : world.Entities()) {
219                 if (entity.ID() == entity_id) {
220                         entity.Kill();
221                         return;
222                 }
223         }
224 }
225
226 void InteractiveState::Handle(const Packet::EntityUpdate &pack) {
227         auto world_iter = world.Entities().begin();
228         auto world_end = world.Entities().end();
229
230         uint32_t count = 0;
231         glm::ivec3 base;
232         pack.ReadEntityCount(count);
233         pack.ReadChunkBase(base);
234         EntityState state;
235
236         for (uint32_t i = 0; i < count; ++i) {
237                 uint32_t entity_id = 0;
238                 pack.ReadEntityID(entity_id, i);
239
240                 while (world_iter != world_end && world_iter->ID() < entity_id) {
241                         ++world_iter;
242                 }
243                 if (world_iter == world_end) {
244                         // nothing can be done from here
245                         return;
246                 }
247                 if (world_iter->ID() == entity_id) {
248                         if (UpdateEntity(entity_id, pack.Seq())) {
249                                 pack.ReadEntityState(state, base, i);
250                                 world_iter->SetState(state);
251                         }
252                 }
253         }
254 }
255
256 bool InteractiveState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
257         auto entry = update_status.find(entity_id);
258         if (entry == update_status.end()) {
259                 update_status.emplace(entity_id, UpdateStatus{ seq, loop_timer.Elapsed() });
260                 return true;
261         }
262
263         int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
264         int time_diff = loop_timer.Elapsed() - entry->second.last_update;
265         entry->second.last_update = loop_timer.Elapsed();
266
267         if (pack_diff > 0 || time_diff > 1500) {
268                 entry->second.last_packet = seq;
269                 return true;
270         } else {
271                 return false;
272         }
273 }
274
275 void InteractiveState::ClearEntity(uint32_t entity_id) {
276         update_status.erase(entity_id);
277 }
278
279 void InteractiveState::Handle(const Packet::PlayerCorrection &pack) {
280         uint16_t pack_seq;
281         EntityState corrected_state;
282         pack.ReadPacketSeq(pack_seq);
283         pack.ReadPlayerState(corrected_state);
284         input.MergePlayerCorrection(pack_seq, corrected_state);
285 }
286
287 void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
288         glm::ivec3 pos;
289         pack.ReadChunkCoords(pos);
290         Chunk *chunk = player.GetChunks().Get(pos);
291         if (!chunk) {
292                 // this change doesn't concern us
293                 return;
294         }
295         uint32_t count = 0;
296         pack.ReadBlockCount(count);
297         for (uint32_t i = 0; i < count; ++i) {
298                 uint16_t index;
299                 Block block;
300                 pack.ReadIndex(index, i);
301                 pack.ReadBlock(block, i);
302                 if (index < Chunk::size && block.type < res.block_types.size()) {
303                         manip.SetBlock(*chunk, index, block);
304                 }
305         }
306 }
307
308 void InteractiveState::Handle(const Packet::Message &pack) {
309         string msg;
310         pack.ReadMessage(msg);
311         hud.PostMessage(msg);
312 }
313
314 void InteractiveState::SetAudio(bool b) {
315         master.GetConfig().audio.enabled = b;
316         if (b) {
317                 hud.PostMessage("Audio enabled");
318         } else {
319                 hud.PostMessage("Audio disabled");
320         }
321 }
322
323 void InteractiveState::SetVideo(bool b) {
324         master.GetConfig().video.world = b;
325         if (b) {
326                 hud.PostMessage("World rendering enabled");
327         } else {
328                 hud.PostMessage("World rendering disabled");
329         }
330 }
331
332 void InteractiveState::SetHUD(bool b) {
333         master.GetConfig().video.hud = b;
334         if (b) {
335                 hud.PostMessage("HUD rendering enabled");
336         } else {
337                 hud.PostMessage("HUD rendering disabled");
338         }
339 }
340
341 void InteractiveState::SetDebug(bool b) {
342         master.GetConfig().video.debug = b;
343         if (b) {
344                 hud.PostMessage("Debug rendering enabled");
345         } else {
346                 hud.PostMessage("Debug rendering disabled");
347         }
348 }
349
350 void InteractiveState::Exit() {
351         save.Write(player);
352         master.Quit();
353 }
354
355 void InteractiveState::OnLineSubmit(const string &line) {
356         if (!line.empty()) {
357                 master.GetClient().SendMessage(1, 0, line);
358         }
359 }
360
361
362 MasterState::MasterState(
363         Environment &env,
364         Config &config,
365         const World::Config &wc)
366 : env(env)
367 , config(config)
368 , world_conf(wc)
369 , state()
370 , client(config.net)
371 , init_state(*this)
372 , login_packet(-1) {
373         client.GetConnection().SetHandler(this);
374 }
375
376 void MasterState::Quit() {
377         if (!client.GetConnection().Closed()) {
378                 client.SendPart();
379         }
380         env.state.PopUntil(this);
381 }
382
383
384 void MasterState::OnEnter() {
385         login_packet = client.SendLogin(config.player.name);
386         env.state.Push(&init_state);
387 }
388
389
390 void MasterState::Handle(const SDL_Event &event) {
391
392 }
393
394
395 void MasterState::Update(int dt) {
396         client.Handle();
397         client.Update(dt);
398 }
399
400
401 void MasterState::Render(Viewport &) {
402
403 }
404
405
406 void MasterState::OnPacketLost(uint16_t id) {
407         if (id == login_packet) {
408                 login_packet = client.SendLogin(config.player.name);
409         }
410 }
411
412 void MasterState::OnTimeout() {
413         if (client.GetConnection().Closed()) {
414                 Quit();
415                 env.ShowMessage("connection timed out");
416         }
417 }
418
419 void MasterState::On(const Packet::Join &pack) {
420         pack.ReadWorldName(world_conf.name);
421
422         if (state) {
423                 // changing worlds
424                 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
425         } else {
426                 // joining game
427                 cout << "joined game \"" << world_conf.name << '"' << endl;
428                 // server received our login
429                 login_packet = -1;
430         }
431
432         uint32_t player_id;
433         pack.ReadPlayerID(player_id);
434         state.reset(new InteractiveState(*this, player_id));
435
436         EntityState player_state;
437         pack.ReadPlayerState(player_state);
438         state->GetPlayer().GetEntity().SetState(player_state);
439
440         env.state.PopAfter(this);
441         env.state.Push(state.get());
442 }
443
444 void MasterState::On(const Packet::Part &pack) {
445         Quit();
446         if (state) {
447                 // kicked
448                 env.ShowMessage("kicked by server");
449         } else {
450                 // join refused
451                 env.ShowMessage("login refused by server");
452         }
453 }
454
455 void MasterState::On(const Packet::SpawnEntity &pack) {
456         if (!state) {
457                 cout << "got entity spawn before world was created" << endl;
458                 return;
459         }
460         state->Handle(pack);
461 }
462
463 void MasterState::On(const Packet::DespawnEntity &pack) {
464         if (!state) {
465                 cout << "got entity despawn before world was created" << endl;
466                 return;
467         }
468         state->Handle(pack);
469 }
470
471 void MasterState::On(const Packet::EntityUpdate &pack) {
472         if (!state) {
473                 cout << "got entity update before world was created" << endl;
474                 return;
475         }
476         state->Handle(pack);
477 }
478
479 void MasterState::On(const Packet::PlayerCorrection &pack) {
480         if (!state) {
481                 cout << "got player correction without a player :S" << endl;
482                 return;
483         }
484         state->Handle(pack);
485 }
486
487 void MasterState::On(const Packet::ChunkBegin &pack) {
488         if (!state) {
489                 cout << "got chunk data, but the world has not been created yet" << endl;
490                 cout << "great, this will totally screw up everything :(" << endl;
491                 return;
492         }
493         state->GetChunkReceiver().Handle(pack);
494 }
495
496 void MasterState::On(const Packet::ChunkData &pack) {
497         if (!state) {
498                 cout << "got chunk data, but the world has not been created yet" << endl;
499                 cout << "great, this will totally screw up everything :(" << endl;
500                 return;
501         }
502         state->GetChunkReceiver().Handle(pack);
503 }
504
505 void MasterState::On(const Packet::BlockUpdate &pack) {
506         if (!state) {
507                 cout << "received block update, but the world has not been created yet" << endl;
508                 return;
509         }
510         state->Handle(pack);
511 }
512
513 void MasterState::On(const Packet::Message &pack) {
514         if (state) {
515                 state->Handle(pack);
516         } else {
517                 string msg;
518                 pack.ReadMessage(msg);
519                 cout << "got message before interface was created: " << msg << endl;
520         }
521 }
522
523 }
524 }