]> git.localhorst.tv Git - blank.git/blobdiff - src/client/net.cpp
glm backwards compatibility
[blank.git] / src / client / net.cpp
index a5feaf5f7cddd4ac4038d2f5886432fa9d49686c..551087210e2b99b76d98f17433345dd8fecbdb0d 100644 (file)
@@ -1,11 +1,16 @@
 #include "ChunkReceiver.hpp"
 #include "ChunkTransmission.hpp"
 #include "Client.hpp"
+#include "NetworkedInput.hpp"
 
 #include "../app/init.hpp"
+#include "../geometry/distance.hpp"
+#include "../io/WorldSave.hpp"
 #include "../net/Packet.hpp"
 #include "../world/Chunk.hpp"
 #include "../world/ChunkStore.hpp"
+#include "../world/Player.hpp"
+#include "../world/World.hpp"
 
 #include <iostream>
 #include <zlib.h>
@@ -18,8 +23,10 @@ namespace blank {
 namespace client {
 
 
-ChunkReceiver::ChunkReceiver(ChunkStore &store)
-: store(store)
+ChunkReceiver::ChunkReceiver(Client &client, ChunkStore &store, const WorldSave &save)
+: client(client)
+, store(store)
+, save(save)
 , transmissions()
 , timer(5000) {
        timer.Start();
@@ -34,7 +41,14 @@ void ChunkReceiver::Update(int dt) {
        for (ChunkTransmission &trans : transmissions) {
                if (trans.active && (timer.Elapsed() - trans.last_update) > timer.Interval()) {
                        cout << "timeout for transmission of chunk " << trans.coords << endl;
-                       trans.Clear();
+                       if (trans.header_received) {
+                               client.SendChunkRequest(trans.coords);
+                               trans.Reset();
+                               trans.last_update = timer.Elapsed();
+                       } else {
+                               // well shit
+                               trans.Clear();
+                       }
                }
        }
        if (transmissions.size() > 3) {
@@ -45,8 +59,50 @@ void ChunkReceiver::Update(int dt) {
                        }
                }
        }
+       LoadN(10);
+       StoreN(10);
+}
+
+int ChunkReceiver::ToLoad() const noexcept {
+       return store.EstimateMissing();
+}
+
+void ChunkReceiver::LoadOne() {
+       if (!store.HasMissing()) return;
+
+       ExactLocation::Coarse pos = store.NextMissing();
+       Chunk *chunk = store.Allocate(pos);
+       if (!chunk) {
+               // chunk store corrupted?
+               return;
+       }
+
+       if (save.Exists(pos)) {
+               save.Read(*chunk);
+       }
+}
+
+void ChunkReceiver::LoadN(size_t n) {
+       size_t end = min(n, size_t(ToLoad()));
+       for (size_t i = 0; i < end && store.HasMissing(); ++i) {
+               LoadOne();
+       }
+}
+
+void ChunkReceiver::StoreN(size_t n) {
+       size_t saved = 0;
+       for (Chunk &chunk : store) {
+               if (chunk.ShouldUpdateSave()) {
+                       save.Write(chunk);
+                       ++saved;
+                       if (saved >= n) {
+                               break;
+                       }
+               }
+       }
 }
 
+
 void ChunkReceiver::Handle(const Packet::ChunkBegin &pack) {
        uint32_t id;
        pack.ReadTransmissionId(id);
@@ -104,7 +160,7 @@ void ChunkReceiver::Commit(ChunkTransmission &trans) {
 
        Chunk *chunk = store.Allocate(trans.coords);
        if (!chunk) {
-               // chunk no longer of interes, just drop the data
+               // chunk no longer of interest, just drop the data
                // it should probably be cached to disk, but not now :P
                trans.Clear();
                return;
@@ -119,10 +175,17 @@ void ChunkReceiver::Commit(ChunkTransmission &trans) {
                if (uncompress(dst, &dst_len, src, src_len) != Z_OK) {
                        // omg, now what?
                        cout << "got corruped chunk data for " << trans.coords << endl;
+                       client.SendChunkRequest(trans.coords);
+                       trans.Reset();
+                       // chunk data can, and probably will, contain invalid block IDs, so
+                       // zero it to be safe
+                       memset(dst, 0, dst_len);
+                       return;
                }
        } else {
                memcpy(dst, src, min(src_len, dst_len));
        }
+       chunk->ScanActive();
        chunk->Invalidate();
        trans.Clear();
 }
@@ -140,11 +203,15 @@ ChunkTransmission::ChunkTransmission()
 
 }
 
-void ChunkTransmission::Clear() noexcept {
+void ChunkTransmission::Reset() noexcept {
        data_size = 0;
        data_received = 0;
        last_update = 0;
        header_received = false;
+}
+
+void ChunkTransmission::Clear() noexcept {
+       Reset();
        active = false;
 }
 
@@ -236,9 +303,19 @@ uint16_t Client::SendLogin(const string &name) {
        return conn.Send(client_pack, client_sock);
 }
 
-uint16_t Client::SendPlayerUpdate(const Entity &player) {
+uint16_t Client::SendPlayerUpdate(
+       const EntityState &prediction,
+       const glm::vec3 &movement,
+       float pitch,
+       float yaw,
+       uint8_t actions,
+       uint8_t slot
+) {
        auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
-       pack.WritePlayer(player);
+       pack.WritePredictedState(prediction);
+       pack.WriteMovement(movement);
+       pack.WriteActions(actions);
+       pack.WriteSlot(slot);
        return conn.Send(client_pack, client_sock);
 }
 
@@ -247,5 +324,162 @@ uint16_t Client::SendPart() {
        return conn.Send(client_pack, client_sock);
 }
 
+uint16_t Client::SendChunkRequest(
+       const glm::ivec3 &coords
+) {
+       auto pack = Packet::Make<Packet::ChunkBegin>(client_pack);
+       pack.WriteChunkCoords(coords);
+       return conn.Send(client_pack, client_sock);
+}
+
+uint16_t Client::SendMessage(
+       uint8_t type,
+       uint32_t ref,
+       const string &msg
+) {
+       auto pack = Packet::Make<Packet::Message>(client_pack);
+       pack.WriteType(type);
+       pack.WriteReferral(ref);
+       pack.WriteMessage(msg);
+       client_pack.len = sizeof(Packet::Header) + Packet::Message::GetSize(msg);
+       return conn.Send(client_pack, client_sock);
+}
+
+NetworkedInput::NetworkedInput(World &world, Player &player, Client &client)
+: PlayerController(world, player)
+, client(client)
+, player_hist()
+, old_movement(0.0f)
+, old_actions(0)
+, actions(0) {
+
+}
+
+bool NetworkedInput::UpdateImportant() const noexcept {
+       return old_actions != actions || !iszero(old_movement - GetMovement());
+}
+
+void NetworkedInput::Update(Entity &, float dt) {
+       Invalidate();
+       UpdatePlayer();
+}
+
+void NetworkedInput::PushPlayerUpdate(int dt) {
+       const EntityState &state = GetPlayer().GetEntity().GetState();
+
+       uint16_t packet = client.SendPlayerUpdate(
+               state,
+               GetMovement(),
+               GetPitch(),
+               GetYaw(),
+               actions,
+               InventorySlot()
+       );
+       if (player_hist.size() < 16) {
+               player_hist.emplace_back(state, GetMovement(), dt * 0.001f, packet);
+       } else {
+               auto entry = player_hist.begin();
+               entry->state = state;
+               entry->movement = GetMovement();
+               entry->delta_t = dt * 0.001f;
+               entry->packet = packet;
+               player_hist.splice(player_hist.end(), player_hist, entry);
+       }
+       old_movement = GetMovement();
+       old_actions = actions;
+}
+
+void NetworkedInput::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;
+               }
+       }
+
+       glm::vec3 restore_movement(GetMovement());
+
+       EntityState player_state = GetPlayer().GetEntity().GetState();
+       Entity replay(GetPlayer().GetEntity());
+       replay.SetState(corrected_state);
+
+       if (entry != end) {
+               entry->state.pos = replay.GetState().pos;
+               ++entry;
+       }
+
+       vector<WorldCollision> col;
+       while (entry != end) {
+               SetMovement(entry->movement);
+               replay.Update(GetWorld(), entry->delta_t);
+               entry->state.pos = replay.GetState().pos;
+               ++entry;
+       }
+
+       glm::vec3 displacement(replay.GetState().Diff(player_state));
+       const float disp_squared = glm::dot(displacement, displacement);
+
+       if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
+               SetMovement(restore_movement);
+               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.pos = replay.GetState().pos;
+       } else if (disp_squared < max_disp) {
+               player_state.pos.block += displacement;
+       } else {
+               displacement *= 0.01f / sqrt(disp_squared);
+               player_state.pos.block += displacement;
+       }
+       GetPlayer().GetEntity().SetState(player_state);
+       SetMovement(restore_movement);
+}
+
+void NetworkedInput::StartPrimaryAction() {
+       actions |= 0x01;
+}
+
+void NetworkedInput::StopPrimaryAction() {
+       actions &= ~0x01;
+}
+
+void NetworkedInput::StartSecondaryAction() {
+       actions |= 0x02;
+}
+
+void NetworkedInput::StopSecondaryAction() {
+       actions &= ~0x02;
+}
+
+void NetworkedInput::StartTertiaryAction() {
+       actions |= 0x04;
+}
+
+void NetworkedInput::StopTertiaryAction() {
+       actions &= ~0x04;
+}
+
 }
 }