#include "../app/Environment.hpp"
#include "../app/init.hpp"
-#include "../app/TextureIndex.hpp"
+#include "../model/Model.hpp"
+#include "../io/WorldSave.hpp"
+#include "../world/ChunkIndex.hpp"
+#include "../world/ChunkStore.hpp"
#include <iostream>
#include <glm/gtx/io.hpp>
// TODO: this clutter is a giant mess
InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
: master(master)
-, block_types()
-, save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
-, world(block_types, master.GetWorldConf())
-, interface(
- master.GetInterfaceConf(),
- master.GetEnv(),
- world,
- world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
-)
-, chunk_renderer(*interface.GetPlayer().chunks) {
- TextureIndex tex_index;
- master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
- chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
+, res()
+, sounds()
+, save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
+, world(res.block_types, master.GetWorldConf())
+, player(*world.AddPlayer(master.GetConfig().player.name))
+, hud(master.GetEnv(), master.GetConfig(), player)
+, manip(master.GetEnv().audio, sounds, player.GetEntity())
+, input(world, player, master.GetClient())
+, interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
+, chunk_receiver(world.Chunks(), save)
+, chunk_renderer(player.GetChunks())
+, loop_timer(16)
+, sky(master.GetEnv().loader.LoadCubeMap("skybox"))
+, update_status() {
+ if (!save.Exists()) {
+ save.Write(master.GetWorldConf());
+ }
+ res.Load(master.GetEnv().loader, "default");
+ if (res.models.size() < 1) {
+ throw std::runtime_error("need at least one model to run");
+ }
+ res.models[0].Instantiate(player.GetEntity().GetModel());
+ sounds.Load(master.GetEnv().loader, res.snd_index);
+ interface.SetInventorySlots(res.block_types.size() - 1);
+ chunk_renderer.LoadTextures(master.GetEnv().loader, res.tex_index);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
- // TODO: better solution for initializing HUD
- interface.SelectNext();
+ loop_timer.Start();
+ if (save.Exists(player)) {
+ save.Read(player);
+ }
}
void InteractiveState::OnEnter() {
interface.Handle(event.wheel);
break;
case SDL_QUIT:
- master.Quit();
+ Exit();
break;
default:
break;
}
void InteractiveState::Update(int dt) {
+ input.Update(dt);
+ if (input.BlockFocus()) {
+ hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
+ } else if (input.EntityFocus()) {
+ hud.FocusEntity(*input.EntityFocus().entity);
+ } else {
+ hud.FocusNone();
+ }
+ hud.Display(res.block_types[player.GetInventorySlot() + 1]);
+ loop_timer.Update(dt);
master.Update(dt);
-
- interface.Update(dt);
- world.Update(dt);
+ chunk_receiver.Update(dt);
+
+ hud.Update(dt);
+ int world_dt = 0;
+ while (loop_timer.HitOnce()) {
+ world.Update(loop_timer.Interval());
+ world_dt += loop_timer.Interval();
+ loop_timer.PopIteration();
+ }
chunk_renderer.Update(dt);
- Entity &player = *interface.GetPlayer().entity;
-
- master.GetClient().SendPlayerUpdate(player);
+ if (world_dt > 0) {
+ input.PushPlayerUpdate(world_dt);
+ }
- glm::mat4 trans = player.Transform(player.ChunkCoords());
+ glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
- master.GetEnv().audio.Position(player.Position());
- master.GetEnv().audio.Velocity(player.Velocity());
+ master.GetEnv().audio.Position(player.GetEntity().Position());
+ master.GetEnv().audio.Velocity(player.GetEntity().Velocity());
master.GetEnv().audio.Orientation(dir, up);
}
void InteractiveState::Render(Viewport &viewport) {
- Entity &player = *interface.GetPlayer().entity;
- viewport.WorldPosition(player.Transform(player.ChunkCoords()));
- chunk_renderer.Render(viewport);
- world.Render(viewport);
- interface.Render(viewport);
+ viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
+ if (master.GetConfig().video.world) {
+ chunk_renderer.Render(viewport);
+ world.Render(viewport);
+ sky.Render(viewport);
+ }
+ hud.Render(viewport);
+}
+
+void InteractiveState::Handle(const Packet::SpawnEntity &pack) {
+ uint32_t entity_id;
+ pack.ReadEntityID(entity_id);
+ Entity &entity = world.ForceAddEntity(entity_id);
+ UpdateEntity(entity_id, pack.Seq());
+ pack.ReadEntity(entity);
+ uint32_t skel_id;
+ pack.ReadSkeletonID(skel_id);
+ if (skel_id > 0 && skel_id <= res.models.size()) {
+ Model &skel = res.models.Get(skel_id);
+ skel.Instantiate(entity.GetModel());
+ }
+ cout << "spawned entity #" << entity_id << " (" << entity.Name()
+ << ") at " << entity.AbsolutePosition() << endl;
+}
+
+void InteractiveState::Handle(const Packet::DespawnEntity &pack) {
+ uint32_t entity_id;
+ pack.ReadEntityID(entity_id);
+ ClearEntity(entity_id);
+ for (Entity &entity : world.Entities()) {
+ if (entity.ID() == entity_id) {
+ entity.Kill();
+ cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
+ return;
+ }
+ }
+}
+
+void InteractiveState::Handle(const Packet::EntityUpdate &pack) {
+ auto world_iter = world.Entities().begin();
+ auto world_end = world.Entities().end();
+
+ uint32_t count = 0;
+ pack.ReadEntityCount(count);
+
+ for (uint32_t i = 0; i < count; ++i) {
+ uint32_t entity_id = 0;
+ pack.ReadEntityID(entity_id, i);
+
+ while (world_iter != world_end && world_iter->ID() < entity_id) {
+ ++world_iter;
+ }
+ if (world_iter == world_end) {
+ // nothing can be done from here
+ return;
+ }
+ if (world_iter->ID() == entity_id) {
+ if (UpdateEntity(entity_id, pack.Seq())) {
+ pack.ReadEntityState(world_iter->GetState(), i);
+ }
+ }
+ }
+}
+
+bool InteractiveState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
+ auto entry = update_status.find(entity_id);
+ if (entry == update_status.end()) {
+ update_status.emplace(entity_id, UpdateStatus{ seq, loop_timer.Elapsed() });
+ return true;
+ }
+
+ int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
+ int time_diff = loop_timer.Elapsed() - entry->second.last_update;
+ entry->second.last_update = loop_timer.Elapsed();
+
+ if (pack_diff > 0 || time_diff > 1500) {
+ entry->second.last_packet = seq;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+void InteractiveState::ClearEntity(uint32_t entity_id) {
+ update_status.erase(entity_id);
+}
+
+void InteractiveState::Handle(const Packet::PlayerCorrection &pack) {
+ uint16_t pack_seq;
+ EntityState corrected_state;
+ pack.ReadPacketSeq(pack_seq);
+ pack.ReadPlayerState(corrected_state);
+ input.MergePlayerCorrection(pack_seq, corrected_state);
+}
+
+void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
+ glm::ivec3 pos;
+ pack.ReadChunkCoords(pos);
+ Chunk *chunk = player.GetChunks().Get(pos);
+ if (!chunk) {
+ // this change doesn't concern us
+ return;
+ }
+ uint32_t count = 0;
+ pack.ReadBlockCount(count);
+ for (uint32_t i = 0; i < count; ++i) {
+ uint16_t index;
+ Block block;
+ pack.ReadIndex(index, i);
+ pack.ReadBlock(block, i);
+ if (index < Chunk::size && block.type < res.block_types.size()) {
+ manip.SetBlock(*chunk, index, block);
+ }
+ }
+}
+
+void InteractiveState::SetAudio(bool b) {
+ master.GetConfig().audio.enabled = b;
+ if (b) {
+ hud.PostMessage("Audio enabled");
+ } else {
+ hud.PostMessage("Audio disabled");
+ }
+}
+
+void InteractiveState::SetVideo(bool b) {
+ master.GetConfig().video.world = b;
+ if (b) {
+ hud.PostMessage("World rendering enabled");
+ } else {
+ hud.PostMessage("World rendering disabled");
+ }
+}
+
+void InteractiveState::SetHUD(bool b) {
+ master.GetConfig().video.hud = b;
+ if (b) {
+ hud.PostMessage("HUD rendering enabled");
+ } else {
+ hud.PostMessage("HUD rendering disabled");
+ }
+}
+
+void InteractiveState::SetDebug(bool b) {
+ master.GetConfig().video.debug = b;
+ if (b) {
+ hud.PostMessage("Debug rendering enabled");
+ } else {
+ hud.PostMessage("Debug rendering disabled");
+ }
+}
+
+void InteractiveState::Exit() {
+ save.Write(player);
+ master.Quit();
}
MasterState::MasterState(
Environment &env,
- const World::Config &wc,
- const Interface::Config &ic,
- const Client::Config &cc)
+ Config &config,
+ const World::Config &wc)
: env(env)
+, config(config)
, world_conf(wc)
-, intf_conf(ic)
-, client_conf(cc)
, state()
-, client(cc)
+, client(config.net)
, init_state(*this)
, login_packet(-1) {
client.GetConnection().SetHandler(this);
void MasterState::OnEnter() {
- login_packet = client.SendLogin(intf_conf.player_name);
+ login_packet = client.SendLogin(config.player.name);
env.state.Push(&init_state);
}
void MasterState::OnPacketLost(uint16_t id) {
if (id == login_packet) {
- login_packet = client.SendLogin(intf_conf.player_name);
+ login_packet = client.SendLogin(config.player.name);
}
}
void MasterState::OnTimeout() {
if (client.GetConnection().Closed()) {
- // TODO: push disconnected message
- cout << "connection timed out" << endl;
Quit();
+ env.ShowMessage("connection timed out");
}
}
} else {
// joining game
cout << "joined game \"" << world_conf.name << '"' << endl;
+ // server received our login
+ login_packet = -1;
}
uint32_t player_id;
pack.ReadPlayerID(player_id);
state.reset(new InteractiveState(*this, player_id));
- pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
+ pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
env.state.PopAfter(this);
env.state.Push(state.get());
}
void MasterState::On(const Packet::Part &pack) {
+ Quit();
if (state) {
// kicked
- cout << "kicked by server" << endl;
+ env.ShowMessage("kicked by server");
} else {
// join refused
- cout << "login refused by server" << endl;
+ env.ShowMessage("login refused by server");
}
- Quit();
}
void MasterState::On(const Packet::SpawnEntity &pack) {
if (!state) {
cout << "got entity spawn before world was created" << endl;
- Quit();
- return;
- }
- uint32_t entity_id;
- pack.ReadEntityID(entity_id);
- Entity *entity = state->GetWorld().AddEntity(entity_id);
- if (!entity) {
- cout << "entity ID inconsistency" << endl;
- Quit();
return;
}
- pack.ReadEntity(*entity);
- cout << "spawned entity " << entity->Name() << " at " << entity->AbsolutePosition() << endl;
+ state->Handle(pack);
}
void MasterState::On(const Packet::DespawnEntity &pack) {
if (!state) {
cout << "got entity despawn before world was created" << endl;
- Quit();
return;
}
- uint32_t entity_id;
- pack.ReadEntityID(entity_id);
- for (Entity &entity : state->GetWorld().Entities()) {
- if (entity.ID() == entity_id) {
- entity.Kill();
- cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
- return;
- }
- }
+ state->Handle(pack);
}
void MasterState::On(const Packet::EntityUpdate &pack) {
if (!state) {
cout << "got entity update before world was created" << endl;
- Quit();
return;
}
+ state->Handle(pack);
+}
- auto world_iter = state->GetWorld().Entities().begin();
- auto world_end = state->GetWorld().Entities().end();
+void MasterState::On(const Packet::PlayerCorrection &pack) {
+ if (!state) {
+ cout << "got player correction without a player :S" << endl;
+ return;
+ }
+ state->Handle(pack);
+}
- uint32_t count = 0;
- pack.ReadEntityCount(count);
+void MasterState::On(const Packet::ChunkBegin &pack) {
+ if (!state) {
+ cout << "got chunk data, but the world has not been created yet" << endl;
+ cout << "great, this will totally screw up everything :(" << endl;
+ return;
+ }
+ state->GetChunkReceiver().Handle(pack);
+}
- for (uint32_t i = 0; i < count; ++i) {
- uint32_t entity_id = 0;
- pack.ReadEntityID(entity_id, i);
+void MasterState::On(const Packet::ChunkData &pack) {
+ if (!state) {
+ cout << "got chunk data, but the world has not been created yet" << endl;
+ cout << "great, this will totally screw up everything :(" << endl;
+ return;
+ }
+ state->GetChunkReceiver().Handle(pack);
+}
- while (world_iter != world_end && world_iter->ID() < entity_id) {
- ++world_iter;
- }
- if (world_iter == world_end) {
- // nothing can be done from here
- return;
- }
- if (world_iter->ID() == entity_id) {
- pack.ReadEntity(*world_iter, i);
- }
+void MasterState::On(const Packet::BlockUpdate &pack) {
+ if (!state) {
+ cout << "received block update, but the world has not been created yet" << endl;
+ return;
}
+ state->Handle(pack);
}
}