#include "Server.hpp"
#include "../app/init.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../world/Entity.hpp"
+#include "../world/EntityState.hpp"
#include "../world/World.hpp"
#include <cstring>
constexpr size_t Packet::Join::MAX_LEN;
constexpr size_t Packet::Part::MAX_LEN;
constexpr size_t Packet::PlayerUpdate::MAX_LEN;
+constexpr size_t Packet::SpawnEntity::MAX_LEN;
+constexpr size_t Packet::DespawnEntity::MAX_LEN;
+constexpr size_t Packet::EntityUpdate::MAX_LEN;
+constexpr size_t Packet::PlayerCorrection::MAX_LEN;
namespace {
return conn.Send(client_pack, client_sock);
}
+uint16_t Client::SendPart() {
+ Packet::Make<Packet::Part>(client_pack);
+ return conn.Send(client_pack, client_sock);
+}
+
ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
: server(server)
, conn(addr)
-, player(nullptr) {
+, player(nullptr)
+, spawns()
+, confirm_wait(0)
+, player_update_state()
+, player_update_pack(0)
+, player_update_timer(1500) {
conn.SetHandler(this);
}
void ClientConnection::Update(int dt) {
conn.Update(dt);
if (Disconnected()) {
- cout << "disconnect from " << conn.Address() << endl;
- } else if (conn.ShouldPing()) {
+ return;
+ }
+ if (HasPlayer()) {
+ // sync entities
+ auto global_iter = server.GetWorld().Entities().begin();
+ auto global_end = server.GetWorld().Entities().end();
+ auto local_iter = spawns.begin();
+ auto local_end = spawns.end();
+
+ while (global_iter != global_end && local_iter != local_end) {
+ if (global_iter->ID() == local_iter->entity->ID()) {
+ // they're the same
+ if (CanDespawn(*global_iter)) {
+ SendDespawn(*local_iter);
+ } else {
+ // update
+ SendUpdate(*local_iter);
+ }
+ ++global_iter;
+ ++local_iter;
+ } else if (global_iter->ID() < local_iter->entity->ID()) {
+ // global entity was inserted
+ if (CanSpawn(*global_iter)) {
+ auto spawned = spawns.emplace(local_iter, *global_iter);
+ SendSpawn(*spawned);
+ }
+ ++global_iter;
+ } else {
+ // global entity was removed
+ SendDespawn(*local_iter);
+ ++local_iter;
+ }
+ }
+
+ // leftover spawns
+ while (global_iter != global_end) {
+ if (CanSpawn(*global_iter)) {
+ spawns.emplace_back(*global_iter);
+ SendSpawn(spawns.back());
+ }
+ ++global_iter;
+ }
+
+ // leftover despawns
+ while (local_iter != local_end) {
+ SendDespawn(*local_iter);
+ ++local_iter;
+ }
+
+ CheckPlayerFix();
+ }
+ if (conn.ShouldPing()) {
conn.SendPing(server.GetPacket(), server.GetSocket());
}
}
+ClientConnection::SpawnStatus::SpawnStatus(Entity &e)
+: entity(&e)
+, spawn_pack(-1)
+, despawn_pack(-1) {
+ entity->Ref();
+}
+
+ClientConnection::SpawnStatus::~SpawnStatus() {
+ entity->UnRef();
+}
+
+bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
+ return
+ &e != player &&
+ !e.Dead() &&
+ manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) < 7;
+}
+
+bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
+ return
+ e.Dead() ||
+ manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) > 7;
+}
+
+void ClientConnection::SendSpawn(SpawnStatus &status) {
+ // don't double spawn
+ if (status.spawn_pack != -1) return;
+
+ auto pack = Packet::Make<Packet::SpawnEntity>(server.GetPacket());
+ pack.WriteEntity(*status.entity);
+ status.spawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+ ++confirm_wait;
+}
+
+void ClientConnection::SendDespawn(SpawnStatus &status) {
+ // don't double despawn
+ if (status.despawn_pack != -1) return;
+
+ auto pack = Packet::Make<Packet::DespawnEntity>(server.GetPacket());
+ pack.WriteEntityID(status.entity->ID());
+ status.despawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+ ++confirm_wait;
+}
+
+void ClientConnection::SendUpdate(SpawnStatus &status) {
+ // don't send updates while spawn not ack'd or despawn sent
+ if (status.spawn_pack != -1 || status.despawn_pack != -1) return;
+
+ // TODO: pack entity updates
+ auto pack = Packet::Make<Packet::EntityUpdate>(server.GetPacket());
+ pack.WriteEntityCount(1);
+ pack.WriteEntity(*status.entity, 0);
+ server.GetPacket().len = Packet::EntityUpdate::GetSize(1);
+ conn.Send(server.GetPacket(), server.GetSocket());
+}
+
+void ClientConnection::CheckPlayerFix() {
+ // player_update_state's position holds the client's most recent prediction
+ glm::vec3 diff = player_update_state.Diff(Player().GetState());
+ float dist_squared = dot(diff, diff);
+
+ // if client's prediction is off by more than 1cm, send
+ // our (authoritative) state back so it can fix it
+ constexpr float fix_thresh = 0.0001f;
+
+ if (dist_squared > fix_thresh) {
+ auto pack = Packet::Make<Packet::PlayerCorrection>(server.GetPacket());
+ pack.WritePacketSeq(player_update_pack);
+ pack.WritePlayer(Player());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ }
+}
+
void ClientConnection::AttachPlayer(Entity &new_player) {
DetachPlayer();
player = &new_player;
player->Ref();
+ cout << "player \"" << player->Name() << "\" joined" << endl;
}
void ClientConnection::DetachPlayer() {
if (!player) return;
player->Kill();
player->UnRef();
+ cout << "player \"" << player->Name() << "\" left" << endl;
player = nullptr;
}
+void ClientConnection::OnPacketReceived(uint16_t seq) {
+ if (!confirm_wait) return;
+ for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
+ if (seq == iter->spawn_pack) {
+ iter->spawn_pack = -1;
+ --confirm_wait;
+ return;
+ }
+ if (seq == iter->despawn_pack) {
+ spawns.erase(iter);
+ --confirm_wait;
+ return;
+ }
+ }
+}
+
+void ClientConnection::OnPacketLost(uint16_t seq) {
+ if (!confirm_wait) return;
+ for (SpawnStatus &status : spawns) {
+ if (seq == status.spawn_pack) {
+ status.spawn_pack = -1;
+ --confirm_wait;
+ SendSpawn(status);
+ return;
+ }
+ if (seq == status.despawn_pack) {
+ status.despawn_pack = -1;
+ --confirm_wait;
+ SendDespawn(status);
+ return;
+ }
+ }
+}
+
void ClientConnection::On(const Packet::Login &pack) {
string name;
pack.ReadPlayerName(name);
- Entity *new_player = server.GetWorld().AddPlayer(name);
+ Entity *new_player = server.GetWorld().AddPlayer(name).entity;
if (new_player) {
// success!
response.WritePlayer(*new_player);
response.WriteWorldName(server.GetWorld().Name());
conn.Send(server.GetPacket(), server.GetSocket());
+ // set up update tracking
+ player_update_state = new_player->GetState();
+ player_update_pack = pack.Seq();
+ player_update_timer.Reset();
+ player_update_timer.Start();
} else {
// aw no :(
cout << "rejected login from player \"" << name << '"' << endl;
void ClientConnection::On(const Packet::PlayerUpdate &pack) {
if (!HasPlayer()) return;
- pack.ReadPlayer(Player());
+ int pack_diff = int16_t(pack.Seq()) - int16_t(player_update_pack);
+ bool overdue = player_update_timer.HitOnce();
+ player_update_timer.Reset();
+ if (pack_diff > 0 || overdue) {
+ player_update_pack = pack.Seq();
+ pack.ReadPlayerState(player_update_state);
+ // accept velocity and orientation as "user input"
+ Player().Velocity(player_update_state.velocity);
+ Player().Orientation(player_update_state.orient);
+ }
}
}
}
}
+ // check for newly ack'd packets
+ for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); --s) {
+ if (ctrl_new.Acks(s) && !ctrl_in.Acks(s)) {
+ Handler().OnPacketReceived(s);
+ }
+ }
ctrl_in = ctrl_new;
}
}
+bool Packet::TControl::Acks(uint16_t s) const noexcept {
+ int16_t diff = int16_t(ack) - int16_t(s);
+ if (diff == 0) return true;
+ if (diff < 0 || diff > 32) return false;
+ return (hist & (1 << (diff - 1))) != 0;
+}
+
uint16_t Connection::SendPing(UDPpacket &udp_pack, UDPsocket sock) {
Packet::Make<Packet::Ping>(udp_pack);
return Send(udp_pack, sock);
return "Part";
case PlayerUpdate::TYPE:
return "PlayerUpdate";
+ case SpawnEntity::TYPE:
+ return "SpawnEntity";
+ case DespawnEntity::TYPE:
+ return "DespawnEntity";
+ case EntityUpdate::TYPE:
+ return "EntityUpdate";
+ case PlayerCorrection::TYPE:
+ return "PlayerCorrection";
default:
return "Unknown";
}
void Packet::Join::WritePlayer(const Entity &player) noexcept {
Write(player.ID(), 0);
- Write(player.ChunkCoords(), 4);
- Write(player.Position(), 16);
- Write(player.Velocity(), 28);
- Write(player.Orientation(), 40);
- Write(player.AngularVelocity(), 56);
+ Write(player.GetState(), 4);
}
void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
Read(id, 0);
}
-void Packet::Join::ReadPlayer(Entity &player) const noexcept {
- glm::ivec3 chunk_coords(0);
- glm::vec3 pos;
- glm::vec3 vel;
- glm::quat rot;
- glm::vec3 ang;
-
- Read(chunk_coords, 4);
- Read(pos, 16);
- Read(vel, 28);
- Read(rot, 40);
- Read(ang, 56);
-
- player.Position(chunk_coords, pos);
- player.Velocity(vel);
- player.Orientation(rot);
- player.AngularVelocity(ang);
+void Packet::Join::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 4);
}
void Packet::Join::WriteWorldName(const string &name) noexcept {
}
void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
- Write(player.ChunkCoords(), 0);
- Write(player.Position(), 12);
- Write(player.Velocity(), 24);
- Write(player.Orientation(), 36);
- Write(player.AngularVelocity(), 52);
+ Write(player.GetState(), 0);
}
-void Packet::PlayerUpdate::ReadPlayer(Entity &player) const noexcept {
- glm::ivec3 chunk_coords(0);
- glm::vec3 pos;
- glm::vec3 vel;
- glm::quat rot;
- glm::vec3 ang;
+void Packet::PlayerUpdate::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 0);
+}
- Read(chunk_coords, 0);
- Read(pos, 12);
- Read(vel, 24);
- Read(rot, 36);
- Read(ang, 52);
+void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
+ Write(e.ID(), 0);
+ if (e.GetModel()) {
+ Write(e.GetModel().GetModel().ID(), 4);
+ } else {
+ Write(uint32_t(0), 4);
+ }
+ Write(e.GetState(), 8);
+ Write(e.Bounds(), 72);
+ uint32_t flags = 0;
+ if (e.WorldCollidable()) {
+ flags |= 1;
+ }
+ Write(flags, 96);
+ WriteString(e.Name(), 100, 32);
+}
- player.Position(chunk_coords, pos);
- player.Velocity(vel);
- player.Orientation(rot);
- player.AngularVelocity(ang);
+void Packet::SpawnEntity::ReadEntityID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::SpawnEntity::ReadSkeletonID(uint32_t &id) const noexcept {
+ Read(id, 4);
+}
+
+void Packet::SpawnEntity::ReadEntity(Entity &e) const noexcept {
+ EntityState state;
+ AABB bounds;
+ uint32_t flags = 0;
+ string name;
+
+ Read(state, 8);
+ Read(bounds, 72);
+ Read(flags, 96);
+ ReadString(name, 100, 32);
+
+ e.SetState(state);
+ e.Bounds(bounds);
+ e.WorldCollidable(flags & 1);
+ e.Name(name);
+}
+
+void Packet::DespawnEntity::WriteEntityID(uint32_t id) noexcept {
+ Write(id, 0);
+}
+
+void Packet::DespawnEntity::ReadEntityID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::EntityUpdate::WriteEntityCount(uint32_t count) noexcept {
+ Write(count, 0);
+}
+
+void Packet::EntityUpdate::ReadEntityCount(uint32_t &count) const noexcept {
+ Read(count, 0);
+}
+
+void Packet::EntityUpdate::WriteEntity(const Entity &entity, uint32_t num) noexcept {
+ uint32_t off = 4 + (num * 64);
+
+ Write(entity.ID(), off);
+ Write(entity.GetState(), off + 4);
+}
+
+void Packet::EntityUpdate::ReadEntityID(uint32_t &id, uint32_t num) const noexcept {
+ Read(id, 4 + (num * 64));
+}
+
+void Packet::EntityUpdate::ReadEntityState(EntityState &state, uint32_t num) const noexcept {
+ uint32_t off = 4 + (num * 64);
+ Read(state, off + 4);
+}
+
+void Packet::PlayerCorrection::WritePacketSeq(std::uint16_t s) noexcept {
+ Write(s, 0);
+}
+
+void Packet::PlayerCorrection::ReadPacketSeq(std::uint16_t &s) const noexcept {
+ Read(s, 0);
+}
+
+void Packet::PlayerCorrection::WritePlayer(const Entity &player) noexcept {
+ Write(player.GetState(), 2);
+}
+
+void Packet::PlayerCorrection::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 2);
}
case Packet::PlayerUpdate::TYPE:
On(Packet::As<Packet::PlayerUpdate>(udp_pack));
break;
+ case Packet::SpawnEntity::TYPE:
+ On(Packet::As<Packet::SpawnEntity>(udp_pack));
+ break;
+ case Packet::DespawnEntity::TYPE:
+ On(Packet::As<Packet::DespawnEntity>(udp_pack));
+ break;
+ case Packet::EntityUpdate::TYPE:
+ On(Packet::As<Packet::EntityUpdate>(udp_pack));
+ break;
+ case Packet::PlayerCorrection::TYPE:
+ On(Packet::As<Packet::PlayerCorrection>(udp_pack));
+ break;
default:
// drop unknown or unhandled packets
break;