world,
world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
)
+, chunk_receiver(world.Chunks())
, chunk_renderer(*interface.GetPlayer().chunks)
, skeletons()
-, update_timer(16) {
+, loop_timer(16)
+, player_hist() {
TextureIndex tex_index;
master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
skeletons.Load();
// TODO: better solution for initializing HUD
interface.SelectNext();
- update_timer.Start();
+ loop_timer.Start();
}
void InteractiveState::OnEnter() {
}
void InteractiveState::Update(int dt) {
+ loop_timer.Update(dt);
master.Update(dt);
+ chunk_receiver.Update(dt);
interface.Update(dt);
- world.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);
- update_timer.Update(dt);
-
Entity &player = *interface.GetPlayer().entity;
- if (update_timer.Hit()) {
- master.GetClient().SendPlayerUpdate(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, int dt) {
+ std::uint16_t packet = master.GetClient().SendPlayerUpdate(player);
+ if (player_hist.size() < 16) {
+ 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);
+ }
+}
+
+void InteractiveState::MergePlayerCorrection(uint16_t seq, const EntityState &corrected_state) {
+ if (player_hist.empty()) return;
+
+ 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) {
+ pack_diff = int16_t(seq) - int16_t(entry->packet);
+ if (pack_diff > 0) {
+ entry = player_hist.erase(entry);
+ } else {
+ break;
+ }
+ }
+
+ EntityState replay_state(corrected_state);
+ EntityState &player_state = interface.GetPlayer().entity->GetState();
+
+ if (entry != end) {
+ entry->state.chunk_pos = replay_state.chunk_pos;
+ entry->state.block_pos = replay_state.block_pos;
+ ++entry;
+ }
+
+ while (entry != end) {
+ replay_state.velocity = entry->state.velocity;
+ replay_state.Update(entry->delta_t);
+ entry->state.chunk_pos = replay_state.chunk_pos;
+ entry->state.block_pos = replay_state.block_pos;
+ ++entry;
+ }
+
+ glm::vec3 displacement(replay_state.Diff(player_state));
+ const float disp_squared = dot(displacement, displacement);
+
+ if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
+ return;
+ }
+
+ // 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) {
+ player_state.chunk_pos = replay_state.chunk_pos;
+ player_state.block_pos = replay_state.block_pos;
+ } else if (disp_squared < max_disp) {
+ player_state.block_pos += displacement;
+ } else {
+ displacement *= 0.01f / sqrt(disp_squared);
+ player_state.block_pos += displacement;
+ }
+}
+
void InteractiveState::Render(Viewport &viewport) {
Entity &player = *interface.GetPlayer().entity;
viewport.WorldPosition(player.Transform(player.ChunkCoords()));
update_status.erase(entity_id);
}
+void MasterState::On(const Packet::PlayerCorrection &pack) {
+ if (!state) {
+ cout << "got player correction without a player :S" << endl;
+ Quit();
+ return;
+ }
+ uint16_t pack_seq;
+ EntityState corrected_state;
+ pack.ReadPacketSeq(pack_seq);
+ pack.ReadPlayerState(corrected_state);
+ 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);
+}
+
}
}