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