]> git.localhorst.tv Git - blank.git/blobdiff - src/net/ClientConnection.hpp
transmit chunks from server to client
[blank.git] / src / net / ClientConnection.hpp
index 8c5306c07945d4f80d4af15c44400d160508126e..075fdcec190655e3aff8534b40a359c36db8e70e 100644 (file)
@@ -1,15 +1,21 @@
 #ifndef BLANK_NET_CLIENTCONNECTION_HPP_
 #define BLANK_NET_CLIENTCONNECTION_HPP_
 
+#include "ChunkTransmitter.hpp"
 #include "Connection.hpp"
 #include "ConnectionHandler.hpp"
+#include "Server.hpp"
+#include "../app/IntervalTimer.hpp"
+#include "../world/EntityState.hpp"
+#include "../world/Player.hpp"
 
+#include <deque>
+#include <list>
 #include <SDL_net.h>
 
 
 namespace blank {
 
-class Entity;
 class Server;
 
 class ClientConnection
@@ -26,19 +32,70 @@ public:
        Connection &GetConnection() noexcept { return conn; }
        bool Disconnected() const noexcept { return conn.Closed(); }
 
-       void AttachPlayer(Entity &);
+       /// prepare a packet of given type
+       template<class Type>
+       Type Prepare() const noexcept {
+               return Packet::Make<Type>(server.GetPacket());
+       }
+       /// send the previously prepared packet
+       std::uint16_t Send();
+       /// send the previously prepared packet of non-default length
+       std::uint16_t Send(std::size_t len);
+
+       void AttachPlayer(const Player &);
        void DetachPlayer();
-       bool HasPlayer() const noexcept { return player; }
-       Entity &Player() noexcept { return *player; }
+       bool HasPlayer() const noexcept { return player.entity; }
+       Entity &PlayerEntity() noexcept { return *player.entity; }
+       const Entity &PlayerEntity() const noexcept { return *player.entity; }
+       ChunkIndex &PlayerChunks() noexcept { return *player.chunks; }
+       const ChunkIndex &PlayerChunks() const noexcept { return *player.chunks; }
+
+private:
+       struct SpawnStatus {
+               // the entity in question
+               Entity *const entity = nullptr;
+               // sequence number of the spawn packet or -1 after it's been ack'd
+               std::int32_t spawn_pack = -1;
+               // sequence number of the despawn packet or -1 if no despawn has been sent
+               std::int32_t despawn_pack = -1;
+
+               explicit SpawnStatus(Entity &);
+               ~SpawnStatus();
+       };
+
+private:
+       void OnPacketReceived(std::uint16_t) override;
+       void OnPacketLost(std::uint16_t) override;
 
        void On(const Packet::Login &) override;
        void On(const Packet::Part &) override;
        void On(const Packet::PlayerUpdate &) override;
 
+       bool CanSpawn(const Entity &) const noexcept;
+       bool CanDespawn(const Entity &) const noexcept;
+
+       void SendSpawn(SpawnStatus &);
+       void SendDespawn(SpawnStatus &);
+       void SendUpdate(SpawnStatus &);
+
+       void CheckPlayerFix();
+
+       void CheckChunkQueue();
+
 private:
        Server &server;
        Connection conn;
-       Entity *player;
+       Player player;
+       std::list<SpawnStatus> spawns;
+       unsigned int confirm_wait;
+
+       EntityState player_update_state;
+       std::uint16_t player_update_pack;
+       IntervalTimer player_update_timer;
+
+       ChunkTransmitter transmitter;
+       std::deque<glm::ivec3> chunk_queue;
+       glm::ivec3 old_base;
 
 };