#include "NetworkedInput.hpp"
#include "../app/init.hpp"
+#include "../io/WorldSave.hpp"
#include "../net/Packet.hpp"
#include "../world/Chunk.hpp"
#include "../world/ChunkStore.hpp"
namespace client {
-ChunkReceiver::ChunkReceiver(ChunkStore &store)
+ChunkReceiver::ChunkReceiver(ChunkStore &store, const WorldSave &save)
: store(store)
+, save(save)
, transmissions()
, timer(5000) {
timer.Start();
}
}
}
+ LoadN(10);
+ StoreN(10);
}
+int ChunkReceiver::ToLoad() const noexcept {
+ return store.EstimateMissing();
+}
+
+void ChunkReceiver::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);
+ }
+}
+
+void ChunkReceiver::LoadN(size_t n) {
+ size_t end = min(n, size_t(ToLoad()));
+ for (size_t i = 0; i < end && store.HasMissing(); ++i) {
+ LoadOne();
+ }
+}
+
+void ChunkReceiver::StoreN(size_t n) {
+ size_t saved = 0;
+ for (Chunk &chunk : store) {
+ if (chunk.ShouldUpdateSave()) {
+ save.Write(chunk);
+ ++saved;
+ if (saved >= n) {
+ break;
+ }
+ }
+ }
+}
+
+
void ChunkReceiver::Handle(const Packet::ChunkBegin &pack) {
uint32_t id;
pack.ReadTransmissionId(id);
const glm::vec3 &movement,
float pitch,
float yaw,
- std::uint8_t actions,
- std::uint8_t slot
+ uint8_t actions,
+ uint8_t slot
) {
auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
pack.WritePredictedState(prediction);
void NetworkedInput::PushPlayerUpdate(int dt) {
const EntityState &state = GetPlayer().GetEntity().GetState();
- std::uint16_t packet = client.SendPlayerUpdate(
+ uint16_t packet = client.SendPlayerUpdate(
state,
GetMovement(),
GetPitch(),