#include "Client.hpp"
+#include "ClientConnection.hpp"
#include "Connection.hpp"
#include "ConnectionHandler.hpp"
#include "io.hpp"
#include "Server.hpp"
#include "../app/init.hpp"
+#include "../model/CompositeModel.hpp"
#include "../world/World.hpp"
#include <cstring>
#include <iostream>
+#include <glm/gtx/io.hpp>
using namespace std;
constexpr size_t Packet::Login::MAX_LEN;
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;
namespace {
Client::Client(const Config &conf)
: conn(client_resolve(conf.host.c_str(), conf.port))
, client_sock(client_bind(0))
-, client_pack{ -1, nullptr, 0 } {
+, client_pack{ -1, nullptr, 0 }
+, update_timer(16) {
client_pack.data = new Uint8[sizeof(Packet)];
client_pack.maxlen = sizeof(Packet);
// establish connection
SendPing();
+ update_timer.Start();
}
Client::~Client() {
}
void Client::Update(int dt) {
+ update_timer.Update(dt);
conn.Update(dt);
if (conn.ShouldPing()) {
SendPing();
return conn.Send(client_pack, client_sock);
}
+int Client::SendPlayerUpdate(const Entity &player) {
+ // don't send all too many updates
+ if (!update_timer.Hit()) return -1;
+ auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
+ pack.WritePlayer(player);
+ 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)
+, spawns()
+, confirm_wait(0)
+, player_update_pack(0)
+, player_update_timer(1500) {
+ conn.SetHandler(this);
+}
+
+ClientConnection::~ClientConnection() {
+ DetachPlayer();
+}
+
+void ClientConnection::Update(int dt) {
+ conn.Update(dt);
+ if (Disconnected()) {
+ 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;
+ }
+ }
+ 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::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;
+
+ if (new_player) {
+ // success!
+ AttachPlayer(*new_player);
+ cout << "accepted login from player \"" << name << '"' << endl;
+ auto response = Packet::Make<Packet::Join>(server.GetPacket());
+ response.WritePlayer(*new_player);
+ response.WriteWorldName(server.GetWorld().Name());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ // set up update tracking
+ player_update_pack = pack.Seq();
+ player_update_timer.Reset();
+ player_update_timer.Start();
+ } else {
+ // aw no :(
+ cout << "rejected login from player \"" << name << '"' << endl;
+ Packet::Make<Packet::Part>(server.GetPacket());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ conn.Close();
+ }
+}
+
+void ClientConnection::On(const Packet::Part &) {
+ conn.Close();
+}
+
+void ClientConnection::On(const Packet::PlayerUpdate &pack) {
+ if (!HasPlayer()) return;
+ 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.ReadPlayer(Player());
+ }
+}
+
Connection::Connection(const IPaddress &addr)
: handler(nullptr)
}
}
}
+ // 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 "Join";
case Part::TYPE:
return "Part";
+ case PlayerUpdate::TYPE:
+ return "PlayerUpdate";
+ case SpawnEntity::TYPE:
+ return "SpawnEntity";
+ case DespawnEntity::TYPE:
+ return "DespawnEntity";
+ case EntityUpdate::TYPE:
+ return "EntityUpdate";
default:
return "Unknown";
}
}
void Packet::Join::WritePlayer(const Entity &player) noexcept {
- // TODO: generate entity IDs
- Write(uint32_t(1), 0);
+ Write(player.ID(), 0);
Write(player.ChunkCoords(), 4);
Write(player.Position(), 16);
Write(player.Velocity(), 28);
Write(player.AngularVelocity(), 56);
}
+void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
void Packet::Join::ReadPlayer(Entity &player) const noexcept {
- uint32_t id = 0;
glm::ivec3 chunk_coords(0);
glm::vec3 pos;
glm::vec3 vel;
glm::quat rot;
glm::vec3 ang;
- Read(id, 0);
Read(chunk_coords, 4);
Read(pos, 16);
Read(vel, 28);
ReadString(name, 68, 32);
}
+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);
+}
+
+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;
+
+ Read(chunk_coords, 0);
+ Read(pos, 12);
+ Read(vel, 24);
+ Read(rot, 36);
+ Read(ang, 52);
+
+ player.Position(chunk_coords, pos);
+ player.Velocity(vel);
+ player.Orientation(rot);
+ player.AngularVelocity(ang);
+}
+
+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.ChunkCoords(), 8);
+ Write(e.Position(), 20);
+ Write(e.Velocity(), 32);
+ Write(e.Orientation(), 44);
+ Write(e.AngularVelocity(), 60);
+ Write(e.Bounds(), 72);
+ uint32_t flags = 0;
+ if (e.WorldCollidable()) {
+ flags |= 1;
+ }
+ Write(flags, 96);
+ WriteString(e.Name(), 100, 32);
+}
+
+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 {
+ glm::ivec3 chunk_coords(0);
+ glm::vec3 pos;
+ glm::vec3 vel;
+ glm::quat rot;
+ glm::vec3 ang;
+ AABB bounds;
+ uint32_t flags = 0;
+ string name;
+
+ Read(chunk_coords, 8);
+ Read(pos, 20);
+ Read(vel, 32);
+ Read(rot, 44);
+ Read(ang, 60);
+ Read(bounds, 72);
+ Read(flags, 96);
+ ReadString(name, 100, 32);
+
+ e.Position(chunk_coords, pos);
+ e.Velocity(vel);
+ e.Orientation(rot);
+ e.AngularVelocity(ang);
+ 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.ChunkCoords(), off + 4);
+ Write(entity.Position(), off + 16);
+ Write(entity.Velocity(), off + 28);
+ Write(entity.Orientation(), off + 40);
+ Write(entity.AngularVelocity(), off + 56);
+}
+
+void Packet::EntityUpdate::ReadEntityID(uint32_t &id, uint32_t num) const noexcept {
+ Read(id, 4 + (num * 64));
+}
+
+void Packet::EntityUpdate::ReadEntity(Entity &entity, uint32_t num) const noexcept {
+ uint32_t off = 4 + (num * 64);
+
+ glm::ivec3 chunk_coords(0);
+ glm::vec3 pos;
+ glm::vec3 vel;
+ glm::quat rot;
+ glm::vec3 ang;
+
+ Read(chunk_coords, off + 4);
+ Read(pos, off + 16);
+ Read(vel, off + 28);
+ Read(rot, off + 40);
+ Read(ang, off + 56);
+
+ entity.Position(chunk_coords, pos);
+ entity.Velocity(vel);
+ entity.Orientation(rot);
+ entity.AngularVelocity(ang);
+}
+
void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
case Packet::Part::TYPE:
On(Packet::As<Packet::Part>(udp_pack));
break;
+ 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;
default:
// drop unknown or unhandled packets
break;
return;
}
- Connection &client = GetClient(udp_pack.address);
- client.Received(udp_pack);
-
- switch (pack.header.type) {
- case Packet::Login::TYPE:
- HandleLogin(client, udp_pack);
- break;
- case Packet::Part::TYPE:
- HandlePart(client, udp_pack);
- break;
- default:
- // just drop packets of unknown or unhandled type
- break;
- }
+ ClientConnection &client = GetClient(udp_pack.address);
+ client.GetConnection().Received(udp_pack);
}
-Connection &Server::GetClient(const IPaddress &addr) {
- for (Connection &client : clients) {
+ClientConnection &Server::GetClient(const IPaddress &addr) {
+ for (ClientConnection &client : clients) {
if (client.Matches(addr)) {
return client;
}
}
- clients.emplace_back(addr);
- OnConnect(clients.back());
+ clients.emplace_back(*this, addr);
return clients.back();
}
-void Server::OnConnect(Connection &client) {
- cout << "new connection from " << client.Address() << endl;
- // tell it we're alive
- client.SendPing(serv_pack, serv_sock);
-}
-
void Server::Update(int dt) {
- for (list<Connection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
+ for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
client->Update(dt);
- if (client->Closed()) {
- OnDisconnect(*client);
+ if (client->Disconnected()) {
client = clients.erase(client);
} else {
- if (client->ShouldPing()) {
- client->SendPing(serv_pack, serv_sock);
- }
++client;
}
}
}
-void Server::OnDisconnect(Connection &client) {
- cout << "connection timeout from " << client.Address() << endl;
-}
-
-
-void Server::HandleLogin(Connection &client, const UDPpacket &udp_pack) {
- auto pack = Packet::As<Packet::Login>(udp_pack);
-
- string name;
- pack.ReadPlayerName(name);
-
- Entity *player = world.AddPlayer(name);
-
- if (player) {
- // success!
- cout << "accepted login from player \"" << name << '"' << endl;
- auto response = Packet::Make<Packet::Join>(serv_pack);
- response.WritePlayer(*player);
- response.WriteWorldName(world.Name());
- client.Send(serv_pack, serv_sock);
- } else {
- // aw no :(
- cout << "rejected login from player \"" << name << '"' << endl;
- Packet::Make<Packet::Part>(serv_pack);
- client.Send(serv_pack, serv_sock);
- client.Close();
- }
-}
-
-void Server::HandlePart(Connection &client, const UDPpacket &udp_pack) {
- client.Close();
-}
-
}