world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
)
, chunk_renderer(*interface.GetPlayer().chunks)
-, skeletons() {
+, skeletons()
+, update_timer(16) {
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();
}
void InteractiveState::OnEnter() {
world.Update(dt);
chunk_renderer.Update(dt);
+ update_timer.Update(dt);
+
Entity &player = *interface.GetPlayer().entity;
- master.GetClient().SendPlayerUpdate(player);
+ if (update_timer.Hit()) {
+ master.GetClient().SendPlayerUpdate(player);
+ }
glm::mat4 trans = player.Transform(player.ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
, 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;
- }
- pack.ReadEntity(*entity);
+ 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());
+ skel->Instantiate(entity.GetModel());
}
- cout << "spawned entity " << entity->Name() << " at " << entity->AbsolutePosition() << endl;
+ cout << "spawned entity " << 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();
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;
+ }
+
+ int 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);
+}
+
}
}