+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() {
+ // check always succeeds for now ;)
+ 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;
+
+ 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();
+ // TODO: do client input validation here
+ pack.ReadPlayerState(Player().GetState());
+ }