]> git.localhorst.tv Git - blank.git/blobdiff - src/client/client.cpp
fix this whole sky box mess
[blank.git] / src / client / client.cpp
index 829cc6b1eae49697439bda9a13e697aab34f4a6e..521b149ae824185cd44fda750f9ec38c48917ba7 100644 (file)
@@ -1,3 +1,4 @@
+#include "ChunkRequester.hpp"
 #include "InitialState.hpp"
 #include "InteractiveState.hpp"
 #include "MasterState.hpp"
@@ -5,6 +6,9 @@
 #include "../app/Environment.hpp"
 #include "../app/init.hpp"
 #include "../app/TextureIndex.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../io/WorldSave.hpp"
+#include "../world/ChunkStore.hpp"
 
 #include <iostream>
 #include <glm/gtx/io.hpp>
@@ -15,6 +19,63 @@ using namespace std;
 namespace blank {
 namespace client {
 
+ChunkRequester::ChunkRequester(
+       ChunkStore &store,
+       const WorldSave &save
+) noexcept
+: store(store)
+, save(save) {
+
+}
+
+void ChunkRequester::Update(int dt) {
+       // check if there's chunks waiting to be loaded
+       LoadN(10);
+
+       // store a few chunks as well
+       constexpr int max_save = 10;
+       int saved = 0;
+       for (Chunk &chunk : store) {
+               if (chunk.ShouldUpdateSave()) {
+                       save.Write(chunk);
+                       ++saved;
+                       if (saved >= max_save) {
+                               break;
+                       }
+               }
+       }
+}
+
+int ChunkRequester::ToLoad() const noexcept {
+       return store.EstimateMissing();
+}
+
+void ChunkRequester::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);
+               // TODO: request chunk from server with cache tag
+       } else {
+               // TODO: request chunk from server
+       }
+}
+
+void ChunkRequester::LoadN(std::size_t n) {
+       std::size_t end = std::min(n, std::size_t(ToLoad()));
+       for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
+               LoadOne();
+       }
+}
+
+
 InitialState::InitialState(MasterState &master)
 : master(master)
 , message() {
@@ -46,20 +107,32 @@ InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
 : master(master)
 , block_types()
 , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
-, world(block_types, master.GetWorldConf(), save)
-, chunk_renderer(world, master.GetWorldConf().load.load_dist)
+, world(block_types, master.GetWorldConf())
 , interface(
        master.GetInterfaceConf(),
        master.GetEnv(),
        world,
-       *world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
-) {
+       world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
+)
+// TODO: looks like chunk requester and receiver can and should be merged
+, chunk_requester(world.Chunks(), save)
+, chunk_receiver(world.Chunks())
+, chunk_renderer(*interface.GetPlayer().chunks)
+, skeletons()
+, loop_timer(16)
+, sky(master.GetEnv().loader.LoadCubeMap("skybox"))
+, player_hist() {
+       if (!save.Exists()) {
+               save.Write(master.GetWorldConf());
+       }
        TextureIndex tex_index;
        master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
        chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
        chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
+       skeletons.Load();
        // TODO: better solution for initializing HUD
        interface.SelectNext();
+       loop_timer.Start();
 }
 
 void InteractiveState::OnEnter() {
@@ -95,27 +168,117 @@ void InteractiveState::Handle(const SDL_Event &event) {
 }
 
 void InteractiveState::Update(int dt) {
+       loop_timer.Update(dt);
        master.Update(dt);
+       chunk_receiver.Update(dt);
+       chunk_requester.Update(dt);
 
        interface.Update(dt);
-       world.Update(dt);
-       chunk_renderer.Rebase(interface.Player().ChunkCoords());
+       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);
 
-       master.GetClient().SendPlayerUpdate(interface.Player());
+       Entity &player = *interface.GetPlayer().entity;
+
+       if (world_dt > 0) {
+               PushPlayerUpdate(player, world_dt);
+       }
 
-       glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
+       glm::mat4 trans = player.Transform(player.ChunkCoords());
        glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
        glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
-       master.GetEnv().audio.Position(interface.Player().Position());
-       master.GetEnv().audio.Velocity(interface.Player().Velocity());
+       master.GetEnv().audio.Position(player.Position());
+       master.GetEnv().audio.Velocity(player.Velocity());
        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) {
-       viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
+       Entity &player = *interface.GetPlayer().entity;
+       viewport.WorldPosition(player.Transform(player.ChunkCoords()));
        chunk_renderer.Render(viewport);
        world.Render(viewport);
+       sky.Render(viewport);
        interface.Render(viewport);
 }
 
@@ -132,8 +295,11 @@ MasterState::MasterState(
 , state()
 , client(cc)
 , init_state(*this)
-, login_packet(-1) {
+, login_packet(-1)
+, update_status()
+, update_timer(16) {
        client.GetConnection().SetHandler(this);
+       update_timer.Start();
 }
 
 void MasterState::Quit() {
@@ -156,6 +322,7 @@ void MasterState::Handle(const SDL_Event &event) {
 
 
 void MasterState::Update(int dt) {
+       update_timer.Update(dt);
        client.Handle();
        client.Update(dt);
 }
@@ -189,13 +356,15 @@ void MasterState::On(const Packet::Join &pack) {
        } else {
                // joining game
                cout << "joined game \"" << world_conf.name << '"' << endl;
+               // server received our login
+               login_packet = -1;
        }
 
        uint32_t player_id;
        pack.ReadPlayerID(player_id);
        state.reset(new InteractiveState(*this, player_id));
 
-       pack.ReadPlayer(state->GetInterface().Player());
+       pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
 
        env.state.PopAfter(this);
        env.state.Push(state.get());
@@ -220,14 +389,17 @@ void MasterState::On(const Packet::SpawnEntity &pack) {
        }
        uint32_t entity_id;
        pack.ReadEntityID(entity_id);
-       Entity *entity = state->GetWorld().AddEntity(entity_id);
-       if (!entity) {
-               cout << "entity ID inconsistency" << endl;
-               Quit();
-               return;
+       Entity &entity = state->GetWorld().ForceAddEntity(entity_id);
+       UpdateEntity(entity_id, pack.Seq());
+       pack.ReadEntity(entity);
+       uint32_t skel_id;
+       pack.ReadSkeletonID(skel_id);
+       CompositeModel *skel = state->GetSkeletons().ByID(skel_id);
+       if (skel) {
+               skel->Instantiate(entity.GetModel());
        }
-       pack.ReadEntity(*entity);
-       cout << "spawned entity " << entity->Name() << " at " << entity->AbsolutePosition() << endl;
+       cout << "spawned entity #" << entity_id << "  (" << entity.Name()
+               << ") at " << entity.AbsolutePosition() << endl;
 }
 
 void MasterState::On(const Packet::DespawnEntity &pack) {
@@ -238,10 +410,11 @@ void MasterState::On(const Packet::DespawnEntity &pack) {
        }
        uint32_t entity_id;
        pack.ReadEntityID(entity_id);
+       ClearEntity(entity_id);
        for (Entity &entity : state->GetWorld().Entities()) {
                if (entity.ID() == entity_id) {
                        entity.Kill();
-                       cout << "despawned entity " << entity.Name() << " at " << entity.AbsolutePosition() << endl;
+                       cout << "despawned entity #" << entity_id << " (" << entity.Name() << ") at " << entity.AbsolutePosition() << endl;
                        return;
                }
        }
@@ -272,10 +445,66 @@ void MasterState::On(const Packet::EntityUpdate &pack) {
                        return;
                }
                if (world_iter->ID() == entity_id) {
-                       pack.ReadEntity(*world_iter, i);
+                       if (UpdateEntity(entity_id, pack.Seq())) {
+                               pack.ReadEntityState(world_iter->GetState(), i);
+                       }
                }
        }
 }
 
+bool MasterState::UpdateEntity(uint32_t entity_id, uint16_t seq) {
+       auto entry = update_status.find(entity_id);
+       if (entry == update_status.end()) {
+               update_status.emplace(entity_id, UpdateStatus{ seq, update_timer.Elapsed() });
+               return true;
+       }
+
+       int16_t pack_diff = int16_t(seq) - int16_t(entry->second.last_packet);
+       int time_diff = update_timer.Elapsed() - entry->second.last_update;
+       entry->second.last_update = update_timer.Elapsed();
+
+       if (pack_diff > 0 || time_diff > 1500) {
+               entry->second.last_packet = seq;
+               return true;
+       } else {
+               return false;
+       }
+}
+
+void MasterState::ClearEntity(uint32_t entity_id) {
+       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);
+}
+
 }
 }