+#include "ChunkRequester.hpp"
#include "InitialState.hpp"
#include "InteractiveState.hpp"
#include "MasterState.hpp"
#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>
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() {
world,
world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
)
-, chunk_renderer(*interface.GetPlayer().chunks) {
+// 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() {
}
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);
+ 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);
Entity &player = *interface.GetPlayer().entity;
- master.GetClient().SendPlayerUpdate(player);
+ if (world_dt > 0) {
+ PushPlayerUpdate(player, world_dt);
+ }
glm::mat4 trans = player.Transform(player.ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
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()));
chunk_renderer.Render(viewport);
world.Render(viewport);
+ sky.Render(viewport);
interface.Render(viewport);
}
, 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() {
void MasterState::Update(int dt) {
+ update_timer.Update(dt);
client.Handle();
client.Update(dt);
}
} 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().GetPlayer().entity);
+ pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
env.state.PopAfter(this);
env.state.Push(state.get());
}
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) {
}
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;
}
}
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);
+}
+
}
}