1 #include "ChunkRequester.hpp"
2 #include "InitialState.hpp"
3 #include "InteractiveState.hpp"
4 #include "MasterState.hpp"
6 #include "../app/Environment.hpp"
7 #include "../app/init.hpp"
8 #include "../app/TextureIndex.hpp"
9 #include "../model/CompositeModel.hpp"
10 #include "../io/WorldSave.hpp"
11 #include "../world/ChunkStore.hpp"
14 #include <glm/gtx/io.hpp>
22 ChunkRequester::ChunkRequester(
31 void ChunkRequester::Update(int dt) {
32 // check if there's chunks waiting to be loaded
35 // store a few chunks as well
36 constexpr int max_save = 10;
38 for (Chunk &chunk : store) {
39 if (chunk.ShouldUpdateSave()) {
42 if (saved >= max_save) {
49 int ChunkRequester::ToLoad() const noexcept {
50 return store.EstimateMissing();
53 void ChunkRequester::LoadOne() {
54 if (!store.HasMissing()) return;
56 Chunk::Pos pos = store.NextMissing();
57 Chunk *chunk = store.Allocate(pos);
59 // chunk store corrupted?
63 if (save.Exists(pos)) {
65 // TODO: request chunk from server with cache tag
67 // TODO: request chunk from server
71 void ChunkRequester::LoadN(std::size_t n) {
72 std::size_t end = std::min(n, std::size_t(ToLoad()));
73 for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
79 InitialState::InitialState(MasterState &master)
82 message.Position(glm::vec3(0.0f), Gravity::CENTER);
83 message.Set(master.GetEnv().assets.large_ui_font, "logging in");
86 void InitialState::OnEnter() {
90 void InitialState::Handle(const SDL_Event &evt) {
91 if (evt.type == SDL_QUIT) {
96 void InitialState::Update(int dt) {
100 void InitialState::Render(Viewport &viewport) {
101 message.Render(viewport);
105 // TODO: this clutter is a giant mess
106 InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
109 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
110 , world(block_types, master.GetWorldConf())
111 , player(*world.AddPlayer(master.GetConfig().player.name))
112 , hud(master.GetEnv(), master.GetConfig(), player)
113 , manip(master.GetEnv(), player.GetEntity())
114 , input(world, player, master.GetClient())
115 , interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
116 // TODO: looks like chunk requester and receiver can and should be merged
117 , chunk_requester(world.Chunks(), save)
118 , chunk_receiver(world.Chunks())
119 , chunk_renderer(player.GetChunks())
122 , sky(master.GetEnv().loader.LoadCubeMap("skybox")) {
123 if (!save.Exists()) {
124 save.Write(master.GetWorldConf());
126 TextureIndex tex_index;
127 master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
128 interface.SetInventorySlots(block_types.Size() - 1);
129 chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
130 chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
135 void InteractiveState::OnEnter() {
136 master.GetEnv().window.GrabMouse();
139 void InteractiveState::Handle(const SDL_Event &event) {
140 switch (event.type) {
142 interface.HandlePress(event.key);
145 interface.HandleRelease(event.key);
147 case SDL_MOUSEBUTTONDOWN:
148 interface.HandlePress(event.button);
150 case SDL_MOUSEBUTTONUP:
151 interface.HandleRelease(event.button);
153 case SDL_MOUSEMOTION:
154 interface.Handle(event.motion);
157 interface.Handle(event.wheel);
167 void InteractiveState::Update(int dt) {
169 if (input.BlockFocus()) {
170 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
171 } else if (input.EntityFocus()) {
172 hud.FocusEntity(*input.EntityFocus().entity);
176 hud.Display(block_types[player.GetInventorySlot() + 1]);
177 loop_timer.Update(dt);
179 chunk_receiver.Update(dt);
180 chunk_requester.Update(dt);
184 while (loop_timer.HitOnce()) {
185 world.Update(loop_timer.Interval());
186 world_dt += loop_timer.Interval();
187 loop_timer.PopIteration();
189 chunk_renderer.Update(dt);
192 input.PushPlayerUpdate(world_dt);
195 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
196 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
197 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
198 master.GetEnv().audio.Position(player.GetEntity().Position());
199 master.GetEnv().audio.Velocity(player.GetEntity().Velocity());
200 master.GetEnv().audio.Orientation(dir, up);
203 void InteractiveState::Render(Viewport &viewport) {
204 viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
205 if (master.GetConfig().video.world) {
206 chunk_renderer.Render(viewport);
207 world.Render(viewport);
208 sky.Render(viewport);
210 hud.Render(viewport);
213 void InteractiveState::MergePlayerCorrection(std::uint16_t pack, const EntityState &state) {
214 input.MergePlayerCorrection(pack, state);
217 void InteractiveState::SetAudio(bool b) {
218 master.GetConfig().audio.enabled = b;
220 hud.PostMessage("Audio enabled");
222 hud.PostMessage("Audio disabled");
226 void InteractiveState::SetVideo(bool b) {
227 master.GetConfig().video.world = b;
229 hud.PostMessage("World rendering enabled");
231 hud.PostMessage("World rendering disabled");
235 void InteractiveState::SetHUD(bool b) {
236 master.GetConfig().video.hud = b;
238 hud.PostMessage("HUD rendering enabled");
240 hud.PostMessage("HUD rendering disabled");
244 void InteractiveState::SetDebug(bool b) {
245 master.GetConfig().video.debug = b;
247 hud.PostMessage("Debug rendering enabled");
249 hud.PostMessage("Debug rendering disabled");
253 void InteractiveState::Exit() {
258 MasterState::MasterState(
261 const World::Config &wc)
271 client.GetConnection().SetHandler(this);
272 update_timer.Start();
275 void MasterState::Quit() {
276 if (!client.GetConnection().Closed()) {
279 env.state.PopUntil(this);
283 void MasterState::OnEnter() {
284 login_packet = client.SendLogin(config.player.name);
285 env.state.Push(&init_state);
289 void MasterState::Handle(const SDL_Event &event) {
294 void MasterState::Update(int dt) {
295 update_timer.Update(dt);
301 void MasterState::Render(Viewport &) {
306 void MasterState::OnPacketLost(uint16_t id) {
307 if (id == login_packet) {
308 login_packet = client.SendLogin(config.player.name);
312 void MasterState::OnTimeout() {
313 if (client.GetConnection().Closed()) {
314 // TODO: push disconnected message
315 cout << "connection timed out" << endl;
320 void MasterState::On(const Packet::Join &pack) {
321 pack.ReadWorldName(world_conf.name);
325 cout << "server changing worlds to \"" << world_conf.name << '"' << endl;
328 cout << "joined game \"" << world_conf.name << '"' << endl;
329 // server received our login
334 pack.ReadPlayerID(player_id);
335 state.reset(new InteractiveState(*this, player_id));
337 pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
339 env.state.PopAfter(this);
340 env.state.Push(state.get());
343 void MasterState::On(const Packet::Part &pack) {
346 cout << "kicked by server" << endl;
349 cout << "login refused by server" << endl;
354 void MasterState::On(const Packet::SpawnEntity &pack) {
356 cout << "got entity spawn before world was created" << endl;
361 pack.ReadEntityID(entity_id);
362 Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
363 UpdateEntity(entity_id, pack.Seq());
364 pack.ReadEntity(entity);
366 pack.ReadSkeletonID(skel_id);
367 CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
369 skel->Instantiate(entity.GetModel());
371 cout << "spawned entity #" << entity_id << " (" << entity.Name()
372 << ") at " << entity.AbsolutePosition() << endl;
375 void MasterState::On(const Packet::DespawnEntity &pack) {
377 cout << "got entity despawn before world was created" << endl;
382 pack.ReadEntityID(entity_id);
383 ClearEntity(entity_id);
384 for (Entity &entity : state->GetWorld().Entities()) {
385 if (entity.ID() == entity_id) {
387 cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
393 void MasterState::On(const Packet::EntityUpdate &pack) {
395 cout << "got entity update before world was created" << endl;
400 auto world_iter = state->GetWorld().Entities().begin();
401 auto world_end = state->GetWorld().Entities().end();
404 pack.ReadEntityCount(count);
406 for (uint32_t i = 0; i < count; ++i) {
407 uint32_t entity_id = 0;
408 pack.ReadEntityID(entity_id, i);
410 while (world_iter != world_end && world_iter->ID() < entity_id) {
413 if (world_iter == world_end) {
414 // nothing can be done from here
417 if (world_iter->ID() == entity_id) {
418 if (UpdateEntity(entity_id, pack.Seq())) {
419 pack.ReadEntityState(world_iter->GetState(), i);
425 bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
426 auto entry = update_status.find(entity_id);
427 if (entry == update_status.end()) {
428 update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
432 int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
433 int time_diff = update_timer.Elapsed() - entry->second.last_update;
434 entry->second.last_update = update_timer.Elapsed();
436 if (pack_diff > 0 || time_diff > 1500) {
437 entry->second.last_packet = seq;
444 void MasterState::ClearEntity(uint32_t entity_id) {
445 update_status.erase(entity_id);
448 void MasterState::On(const Packet::PlayerCorrection &pack) {
450 cout << "got player correction without a player :S" << endl;
455 EntityState corrected_state;
456 pack.ReadPacketSeq(pack_seq);
457 pack.ReadPlayerState(corrected_state);
458 state->MergePlayerCorrection(pack_seq, corrected_state);
461 void MasterState::On(const Packet::ChunkBegin &pack) {
463 cout << "got chunk data, but the world has not been created yet" << endl;
464 cout << "great, this will totally screw up everything :(" << endl;
467 state->GetChunkReceiver().Handle(pack);
470 void MasterState::On(const Packet::ChunkData &pack) {
472 cout << "got chunk data, but the world has not been created yet" << endl;
473 cout << "great, this will totally screw up everything :(" << endl;
476 state->GetChunkReceiver().Handle(pack);