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)
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);
65 // TODO: better solution for initializing HUD
66 interface.SelectNext();
70 void InteractiveState::OnEnter() {
71 master.GetEnv().window.GrabMouse();
74 void InteractiveState::Handle(const SDL_Event &event) {
77 interface.HandlePress(event.key);
80 interface.HandleRelease(event.key);
82 case SDL_MOUSEBUTTONDOWN:
83 interface.HandlePress(event.button);
85 case SDL_MOUSEBUTTONUP:
86 interface.HandleRelease(event.button);
89 interface.Handle(event.motion);
92 interface.Handle(event.wheel);
102 void InteractiveState::Update(int dt) {
105 interface.Update(dt);
107 chunk_renderer.Update(dt);
109 update_timer.Update(dt);
111 Entity &player = *interface.GetPlayer().entity;
113 if (update_timer.Hit()) {
114 master.GetClient().SendPlayerUpdate(player);
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);
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);
134 MasterState::MasterState(
136 const World::Config &wc,
137 const Interface::Config &ic,
138 const Client::Config &cc)
149 client.GetConnection().SetHandler(this);
150 update_timer.Start();
153 void MasterState::Quit() {
154 if (!client.GetConnection().Closed()) {
157 env.state.PopUntil(this);
161 void MasterState::OnEnter() {
162 login_packet = client.SendLogin(intf_conf.player_name);
163 env.state.Push(&init_state);
167 void MasterState::Handle(const SDL_Event &event) {
172 void MasterState::Update(int dt) {
173 update_timer.Update(dt);
179 void MasterState::Render(Viewport &) {
184 void MasterState::OnPacketLost(uint16_t id) {
185 if (id == login_packet) {
186 login_packet = client.SendLogin(intf_conf.player_name);
190 void MasterState::OnTimeout() {
191 if (client.GetConnection().Closed()) {
192 // TODO: push disconnected message
193 cout << "connection timed out" << endl;
198 void MasterState::On(const Packet::Join &pack) {
199 pack.ReadWorldName(world_conf.name);
203 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
206 cout << "joined game \"" << world_conf.name << '"' << endl;
207 // server received our login
212 pack.ReadPlayerID(player_id);
213 state.reset(new InteractiveState(*this, player_id));
215 pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
217 env.state.PopAfter(this);
218 env.state.Push(state.get());
221 void MasterState::On(const Packet::Part &pack) {
224 cout << "kicked by server" << endl;
227 cout << "login refused by server" << endl;
232 void MasterState::On(const Packet::SpawnEntity &pack) {
234 cout << "got entity spawn before world was created" << endl;
239 pack.ReadEntityID(entity_id);
240 Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
241 UpdateEntity(entity_id, pack.Seq());
242 pack.ReadEntity(entity);
244 pack.ReadSkeletonID(skel_id);
245 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
247 skel->Instantiate(entity.GetModel());
249 cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
252 void MasterState::On(const Packet::DespawnEntity &pack) {
254 cout << "got entity despawn before world was created" << endl;
259 pack.ReadEntityID(entity_id);
260 ClearEntity(entity_id);
261 for (Entity &entity : state->GetWorld().Entities()) {
262 if (entity.ID() == entity_id) {
264 cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
270 void MasterState::On(const Packet::EntityUpdate &pack) {
272 cout << "got entity update before world was created" << endl;
277 auto world_iter = state->GetWorld().Entities().begin();
278 auto world_end = state->GetWorld().Entities().end();
281 pack.ReadEntityCount(count);
283 for (uint32_t i = 0; i < count; ++i) {
284 uint32_t entity_id = 0;
285 pack.ReadEntityID(entity_id, i);
287 while (world_iter != world_end && world_iter->ID() < entity_id) {
290 if (world_iter == world_end) {
291 // nothing can be done from here
294 if (world_iter->ID() == entity_id) {
295 if (UpdateEntity(entity_id, pack.Seq())) {
296 pack.ReadEntity(*world_iter, i);
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() });
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();
313 if (pack_diff > 0 || time_diff > 1500) {
314 entry->second.last_packet = seq;
321 void MasterState::ClearEntity(uint32_t entity_id) {
322 update_status.erase(entity_id);