]> git.localhorst.tv Git - blank.git/blob - src/client/client.cpp
add packet for merging player state back to client
[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 , update_timer(16)
60 , player_hist() {
61         TextureIndex tex_index;
62         master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
63         chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
64         chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
65         skeletons.Load();
66         // TODO: better solution for initializing HUD
67         interface.SelectNext();
68         update_timer.Start();
69 }
70
71 void InteractiveState::OnEnter() {
72         master.GetEnv().window.GrabMouse();
73 }
74
75 void InteractiveState::Handle(const SDL_Event &event) {
76         switch (event.type) {
77                 case SDL_KEYDOWN:
78                         interface.HandlePress(event.key);
79                         break;
80                 case SDL_KEYUP:
81                         interface.HandleRelease(event.key);
82                         break;
83                 case SDL_MOUSEBUTTONDOWN:
84                         interface.HandlePress(event.button);
85                         break;
86                 case SDL_MOUSEBUTTONUP:
87                         interface.HandleRelease(event.button);
88                         break;
89                 case SDL_MOUSEMOTION:
90                         interface.Handle(event.motion);
91                         break;
92                 case SDL_MOUSEWHEEL:
93                         interface.Handle(event.wheel);
94                         break;
95                 case SDL_QUIT:
96                         master.Quit();
97                         break;
98                 default:
99                         break;
100         }
101 }
102
103 void InteractiveState::Update(int dt) {
104         master.Update(dt);
105
106         interface.Update(dt);
107         world.Update(dt);
108         chunk_renderer.Update(dt);
109
110         update_timer.Update(dt);
111
112         Entity &player = *interface.GetPlayer().entity;
113
114         if (update_timer.Hit()) {
115                 PushPlayerUpdate(player);
116         }
117
118         glm::mat4 trans = player.Transform(player.ChunkCoords());
119         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
120         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
121         master.GetEnv().audio.Position(player.Position());
122         master.GetEnv().audio.Velocity(player.Velocity());
123         master.GetEnv().audio.Orientation(dir, up);
124 }
125
126 void InteractiveState::PushPlayerUpdate(const Entity &player) {
127         std::uint16_t packet = master.GetClient().SendPlayerUpdate(player);
128         if (player_hist.size() < 16) {
129                 player_hist.emplace_back(player.GetState(), update_timer.Elapsed(), packet);
130         } else {
131                 auto entry = player_hist.begin();
132                 entry->state = player.GetState();
133                 entry->timestamp = update_timer.Elapsed();
134                 entry->packet = packet;
135                 player_hist.splice(player_hist.end(), player_hist, entry);
136         }
137 }
138
139 void InteractiveState::MergePlayerCorrection(uint16_t seq, const EntityState &corrected_state) {
140         if (player_hist.empty()) return;
141
142         auto entry = player_hist.begin();
143         auto end = player_hist.end();
144
145         // drop anything older than the fix
146         while (entry != end) {
147                 int pack_diff = int16_t(seq) - int16_t(entry->packet);
148                 if (pack_diff < 0) {
149                         entry = player_hist.erase(entry);
150                 } else {
151                         break;
152                 }
153         }
154         if (entry == end) return;
155 }
156
157 void InteractiveState::Render(Viewport &viewport) {
158         Entity &player = *interface.GetPlayer().entity;
159         viewport.WorldPosition(player.Transform(player.ChunkCoords()));
160         chunk_renderer.Render(viewport);
161         world.Render(viewport);
162         interface.Render(viewport);
163 }
164
165
166 MasterState::MasterState(
167         Environment &env,
168         const World::Config &wc,
169         const Interface::Config &ic,
170         const Client::Config &cc)
171 : env(env)
172 , world_conf(wc)
173 , intf_conf(ic)
174 , client_conf(cc)
175 , state()
176 , client(cc)
177 , init_state(*this)
178 , login_packet(-1)
179 , update_status()
180 , update_timer(16) {
181         client.GetConnection().SetHandler(this);
182         update_timer.Start();
183 }
184
185 void MasterState::Quit() {
186         if (!client.GetConnection().Closed()) {
187                 client.SendPart();
188         }
189         env.state.PopUntil(this);
190 }
191
192
193 void MasterState::OnEnter() {
194         login_packet = client.SendLogin(intf_conf.player_name);
195         env.state.Push(&init_state);
196 }
197
198
199 void MasterState::Handle(const SDL_Event &event) {
200
201 }
202
203
204 void MasterState::Update(int dt) {
205         update_timer.Update(dt);
206         client.Handle();
207         client.Update(dt);
208 }
209
210
211 void MasterState::Render(Viewport &) {
212
213 }
214
215
216 void MasterState::OnPacketLost(uint16_t id) {
217         if (id == login_packet) {
218                 login_packet = client.SendLogin(intf_conf.player_name);
219         }
220 }
221
222 void MasterState::OnTimeout() {
223         if (client.GetConnection().Closed()) {
224                 // TODO: push disconnected message
225                 cout << "connection timed out" << endl;
226                 Quit();
227         }
228 }
229
230 void MasterState::On(const Packet::Join &pack) {
231         pack.ReadWorldName(world_conf.name);
232
233         if (state) {
234                 // changing worlds
235                 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
236         } else {
237                 // joining game
238                 cout << "joined game \"" << world_conf.name << '"' << endl;
239                 // server received our login
240                 login_packet = -1;
241         }
242
243         uint32_t player_id;
244         pack.ReadPlayerID(player_id);
245         state.reset(new InteractiveState(*this, player_id));
246
247         pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
248
249         env.state.PopAfter(this);
250         env.state.Push(state.get());
251 }
252
253 void MasterState::On(const Packet::Part &pack) {
254         if (state) {
255                 // kicked
256                 cout << "kicked by server" << endl;
257         } else {
258                 // join refused
259                 cout << "login refused by server" << endl;
260         }
261         Quit();
262 }
263
264 void MasterState::On(const Packet::SpawnEntity &pack) {
265         if (!state) {
266                 cout << "got entity spawn before world was created" << endl;
267                 Quit();
268                 return;
269         }
270         uint32_t entity_id;
271         pack.ReadEntityID(entity_id);
272         Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
273         UpdateEntity(entity_id, pack.Seq());
274         pack.ReadEntity(entity);
275         uint32_t skel_id;
276         pack.ReadSkeletonID(skel_id);
277         CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
278         if (skel) {
279                 skel->Instantiate(entity.GetModel());
280         }
281         cout << "spawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
282 }
283
284 void MasterState::On(const Packet::DespawnEntity &pack) {
285         if (!state) {
286                 cout << "got entity despawn before world was created" << endl;
287                 Quit();
288                 return;
289         }
290         uint32_t entity_id;
291         pack.ReadEntityID(entity_id);
292         ClearEntity(entity_id);
293         for (Entity &entity : state->GetWorld().Entities()) {
294                 if (entity.ID() == entity_id) {
295                         entity.Kill();
296                         cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
297                         return;
298                 }
299         }
300 }
301
302 void MasterState::On(const Packet::EntityUpdate &pack) {
303         if (!state) {
304                 cout << "got entity update before world was created" << endl;
305                 Quit();
306                 return;
307         }
308
309         auto world_iter = state->GetWorld().Entities().begin();
310         auto world_end = state->GetWorld().Entities().end();
311
312         uint32_t count = 0;
313         pack.ReadEntityCount(count);
314
315         for (uint32_t i = 0; i < count; ++i) {
316                 uint32_t entity_id = 0;
317                 pack.ReadEntityID(entity_id, i);
318
319                 while (world_iter != world_end && world_iter->ID() < entity_id) {
320                         ++world_iter;
321                 }
322                 if (world_iter == world_end) {
323                         // nothing can be done from here
324                         return;
325                 }
326                 if (world_iter->ID() == entity_id) {
327                         if (UpdateEntity(entity_id, pack.Seq())) {
328                                 pack.ReadEntityState(world_iter->GetState(), i);
329                         }
330                 }
331         }
332 }
333
334 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
335         auto entry = update_status.find(entity_id);
336         if (entry == update_status.end()) {
337                 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
338                 return true;
339         }
340
341         int pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
342         int time_diff = update_timer.Elapsed() - entry->second.last_update;
343         entry->second.last_update = update_timer.Elapsed();
344
345         if (pack_diff > 0 || time_diff > 1500) {
346                 entry->second.last_packet = seq;
347                 return true;
348         } else {
349                 return false;
350         }
351 }
352
353 void MasterState::ClearEntity(uint32_t entity_id) {
354         update_status.erase(entity_id);
355 }
356
357 void MasterState::On(const Packet::PlayerCorrection &pack) {
358         if (!state) {
359                 cout << "got player correction without a player :S" << endl;
360                 Quit();
361                 return;
362         }
363         uint16_t pack_seq;
364         EntityState corrected_state;
365         pack.ReadPacketSeq(pack_seq);
366         pack.ReadPlayerState(corrected_state);
367         state->MergePlayerCorrection(pack_seq, corrected_state);
368 }
369
370 }
371 }