+#include "ChunkRequester.hpp"
#include "InitialState.hpp"
#include "InteractiveState.hpp"
#include "MasterState.hpp"
#include "../app/init.hpp"
#include "../app/TextureIndex.hpp"
#include "../model/CompositeModel.hpp"
+#include "../io/WorldSave.hpp"
+#include "../world/ChunkStore.hpp"
#include <iostream>
#include <glm/gtx/io.hpp>
namespace blank {
namespace client {
+ChunkRequester::ChunkRequester(
+ ChunkStore &store,
+ const WorldSave &save
+) noexcept
+: store(store)
+, save(save) {
+
+}
+
+void ChunkRequester::Update(int dt) {
+ // check if there's chunks waiting to be loaded
+ LoadN(10);
+
+ // store a few chunks as well
+ constexpr int max_save = 10;
+ int saved = 0;
+ for (Chunk &chunk : store) {
+ if (chunk.ShouldUpdateSave()) {
+ save.Write(chunk);
+ ++saved;
+ if (saved >= max_save) {
+ break;
+ }
+ }
+ }
+}
+
+int ChunkRequester::ToLoad() const noexcept {
+ return store.EstimateMissing();
+}
+
+void ChunkRequester::LoadOne() {
+ if (!store.HasMissing()) return;
+
+ Chunk::Pos pos = store.NextMissing();
+ Chunk *chunk = store.Allocate(pos);
+ if (!chunk) {
+ // chunk store corrupted?
+ return;
+ }
+
+ if (save.Exists(pos)) {
+ save.Read(*chunk);
+ // TODO: request chunk from server with cache tag
+ } else {
+ // TODO: request chunk from server
+ }
+}
+
+void ChunkRequester::LoadN(std::size_t n) {
+ std::size_t end = std::min(n, std::size_t(ToLoad()));
+ for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
+ LoadOne();
+ }
+}
+
+
InitialState::InitialState(MasterState &master)
: master(master)
, message() {
world,
world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
)
+// TODO: looks like chunk requester and receiver can and should be merged
+, chunk_requester(world.Chunks(), save)
+, chunk_receiver(world.Chunks())
, chunk_renderer(*interface.GetPlayer().chunks)
, skeletons()
, loop_timer(16)
-, update_timer(16)
, player_hist() {
+ if (!save.Exists()) {
+ save.Write(master.GetWorldConf());
+ }
TextureIndex tex_index;
master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
// TODO: better solution for initializing HUD
interface.SelectNext();
loop_timer.Start();
- update_timer.Start();
}
void InteractiveState::OnEnter() {
void InteractiveState::Update(int dt) {
loop_timer.Update(dt);
- update_timer.Update(dt);
master.Update(dt);
+ chunk_receiver.Update(dt);
+ chunk_requester.Update(dt);
interface.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;
- if (update_timer.Hit()) {
- PushPlayerUpdate(player);
+ if (world_dt > 0) {
+ PushPlayerUpdate(player, world_dt);
}
glm::mat4 trans = player.Transform(player.ChunkCoords());
master.GetEnv().audio.Orientation(dir, up);
}
-void InteractiveState::PushPlayerUpdate(const Entity &player) {
+void InteractiveState::PushPlayerUpdate(const Entity &player, int dt) {
std::uint16_t packet = master.GetClient().SendPlayerUpdate(player);
if (player_hist.size() < 16) {
- player_hist.emplace_back(player.GetState(), packet);
+ player_hist.emplace_back(player.GetState(), dt, packet);
} else {
auto entry = player_hist.begin();
entry->state = player.GetState();
+ entry->delta_t = dt;
entry->packet = packet;
player_hist.splice(player_hist.end(), player_hist, entry);
}
auto entry = player_hist.begin();
auto end = player_hist.end();
+ // we may have received an older packet
+ int pack_diff = int16_t(seq) - int16_t(entry->packet);
+ if (pack_diff < 0) {
+ // indeed we have, just ignore it
+ return;
+ }
+
// drop anything older than the fix
while (entry != end) {
- int pack_diff = int16_t(seq) - int16_t(entry->packet);
+ pack_diff = int16_t(seq) - int16_t(entry->packet);
if (pack_diff > 0) {
entry = player_hist.erase(entry);
} else {
while (entry != end) {
replay_state.velocity = entry->state.velocity;
- replay_state.Update(16);
+ replay_state.Update(entry->delta_t);
entry->state.chunk_pos = replay_state.chunk_pos;
entry->state.block_pos = replay_state.block_pos;
++entry;
return;
}
- constexpr float warp_thresh = 1.0f;
+ // if offset > 10cm, warp the player
+ // otherwise, move at most 1cm per frame towards
+ // the fixed position (160ms, so shouldn't be too noticeable)
+ constexpr float warp_thresh = 0.01f; // (1/10)^2
constexpr float max_disp = 0.0001f; // (1/100)^2
if (disp_squared > warp_thresh) {
state->MergePlayerCorrection(pack_seq, corrected_state);
}
+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);
+}
+
+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);
+}
+
}
}