#include "../app/TextureIndex.hpp"
#include "../model/CompositeModel.hpp"
#include "../io/WorldSave.hpp"
+#include "../world/ChunkIndex.hpp"
#include "../world/ChunkStore.hpp"
#include <iostream>
, player(*world.AddPlayer(master.GetConfig().player.name))
, hud(master.GetEnv(), master.GetConfig(), player)
, manip(master.GetEnv(), player.GetEntity())
-, input(world, player, manip)
+, input(world, player, master.GetClient())
, interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
// TODO: looks like chunk requester and receiver can and should be merged
, chunk_requester(world.Chunks(), save)
, chunk_renderer(player.GetChunks())
, skeletons()
, loop_timer(16)
-, sky(master.GetEnv().loader.LoadCubeMap("skybox"))
-, player_hist() {
+, sky(master.GetEnv().loader.LoadCubeMap("skybox")) {
if (!save.Exists()) {
save.Write(master.GetWorldConf());
}
TextureIndex tex_index;
master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
+ interface.SetInventorySlots(block_types.Size() - 1);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
skeletons.Load();
loop_timer.Start();
+ if (save.Exists(player)) {
+ save.Read(player);
+ }
}
void InteractiveState::OnEnter() {
interface.Handle(event.wheel);
break;
case SDL_QUIT:
- master.Quit();
+ Exit();
break;
default:
break;
hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
} else if (input.EntityFocus()) {
hud.FocusEntity(*input.EntityFocus().entity);
+ } else {
+ hud.FocusNone();
}
hud.Display(block_types[player.GetInventorySlot() + 1]);
loop_timer.Update(dt);
chunk_renderer.Update(dt);
if (world_dt > 0) {
- PushPlayerUpdate(player.GetEntity(), world_dt);
+ input.PushPlayerUpdate(world_dt);
}
glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().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 = player.GetEntity().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(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
if (master.GetConfig().video.world) {
hud.Render(viewport);
}
+void InteractiveState::MergePlayerCorrection(std::uint16_t pack, const EntityState &state) {
+ input.MergePlayerCorrection(pack, state);
+}
+
+void InteractiveState::Handle(const Packet::BlockUpdate &pack) {
+ glm::ivec3 pos;
+ pack.ReadChunkCoords(pos);
+ Chunk *chunk = player.GetChunks().Get(pos);
+ if (!chunk) {
+ // this change doesn't concern us
+ return;
+ }
+ uint32_t count = 0;
+ pack.ReadBlockCount(count);
+ for (uint32_t i = 0; i < count; ++i) {
+ uint16_t index;
+ Block block;
+ pack.ReadIndex(index, i);
+ pack.ReadBlock(block, i);
+ if (index < Chunk::size && block.type < block_types.Size()) {
+ manip.SetBlock(*chunk, index, block);
+ }
+ }
+}
+
void InteractiveState::SetAudio(bool b) {
master.GetConfig().audio.enabled = b;
if (b) {
}
void InteractiveState::Exit() {
+ save.Write(player);
master.Quit();
}
void MasterState::OnTimeout() {
if (client.GetConnection().Closed()) {
- // TODO: push disconnected message
- cout << "connection timed out" << endl;
Quit();
+ env.ShowMessage("connection timed out");
}
}
}
void MasterState::On(const Packet::Part &pack) {
+ Quit();
if (state) {
// kicked
- cout << "kicked by server" << endl;
+ env.ShowMessage("kicked by server");
} else {
// join refused
- cout << "login refused by server" << endl;
+ env.ShowMessage("login refused by server");
}
- Quit();
}
void MasterState::On(const Packet::SpawnEntity &pack) {
if (!state) {
cout << "got entity spawn before world was created" << endl;
- Quit();
return;
}
uint32_t entity_id;
void MasterState::On(const Packet::DespawnEntity &pack) {
if (!state) {
cout << "got entity despawn before world was created" << endl;
- Quit();
return;
}
uint32_t entity_id;
void MasterState::On(const Packet::EntityUpdate &pack) {
if (!state) {
cout << "got entity update before world was created" << endl;
- Quit();
return;
}
void MasterState::On(const Packet::PlayerCorrection &pack) {
if (!state) {
cout << "got player correction without a player :S" << endl;
- Quit();
return;
}
uint16_t pack_seq;
state->GetChunkReceiver().Handle(pack);
}
+void MasterState::On(const Packet::BlockUpdate &pack) {
+ if (!state) {
+ cout << "received block update, but the world has not been created yet" << endl;
+ return;
+ }
+ state->Handle(pack);
+}
+
}
}