#include <cstring>
#include <iostream>
+#include <glm/gtx/io.hpp>
using namespace std;
constexpr size_t Packet::Login::MAX_LEN;
constexpr size_t Packet::Join::MAX_LEN;
constexpr size_t Packet::Part::MAX_LEN;
+constexpr size_t Packet::PlayerUpdate::MAX_LEN;
namespace {
return conn.Send(client_pack, client_sock);
}
+uint16_t Client::SendPlayerUpdate(const Entity &player) {
+ auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
+ pack.WritePlayer(player);
+ return conn.Send(client_pack, client_sock);
+}
+
ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
: server(server)
conn.Close();
}
+void ClientConnection::On(const Packet::PlayerUpdate &pack) {
+ if (!HasPlayer()) return;
+ pack.ReadPlayer(Player());
+}
+
Connection::Connection(const IPaddress &addr)
: handler(nullptr)
}
}
}
+ // check for newly ack'd packets
+ for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); ++s) {
+ if (ctrl_new.Acks(s) && !ctrl_in.Acks(s)) {
+ Handler().OnPacketReceived(s);
+ }
+ }
ctrl_in = ctrl_new;
}
}
+bool Packet::TControl::Acks(uint16_t s) const noexcept {
+ int16_t diff = int16_t(ack) - int16_t(s);
+ if (diff == 0) return true;
+ if (diff < 0 || diff > 32) return false;
+ return (hist & (1 << (diff - 1))) != 0;
+}
+
uint16_t Connection::SendPing(UDPpacket &udp_pack, UDPsocket sock) {
Packet::Make<Packet::Ping>(udp_pack);
return Send(udp_pack, sock);
return "Join";
case Part::TYPE:
return "Part";
+ case PlayerUpdate::TYPE:
+ return "PlayerUpdate";
default:
return "Unknown";
}
ReadString(name, 68, 32);
}
+void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
+ Write(player.ChunkCoords(), 0);
+ Write(player.Position(), 12);
+ Write(player.Velocity(), 24);
+ Write(player.Orientation(), 36);
+ Write(player.AngularVelocity(), 52);
+}
+
+void Packet::PlayerUpdate::ReadPlayer(Entity &player) const noexcept {
+ glm::ivec3 chunk_coords(0);
+ glm::vec3 pos;
+ glm::vec3 vel;
+ glm::quat rot;
+ glm::vec3 ang;
+
+ Read(chunk_coords, 0);
+ Read(pos, 12);
+ Read(vel, 24);
+ Read(rot, 36);
+ Read(ang, 52);
+
+ player.Position(chunk_coords, pos);
+ player.Velocity(vel);
+ player.Orientation(rot);
+ player.AngularVelocity(ang);
+}
+
void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
case Packet::Part::TYPE:
On(Packet::As<Packet::Part>(udp_pack));
break;
+ case Packet::PlayerUpdate::TYPE:
+ On(Packet::As<Packet::PlayerUpdate>(udp_pack));
+ break;
default:
// drop unknown or unhandled packets
break;