#include "../app/init.hpp"
#include "../model/CompositeModel.hpp"
+#include "../world/Entity.hpp"
+#include "../world/EntityState.hpp"
#include "../world/World.hpp"
#include <cstring>
constexpr size_t Packet::SpawnEntity::MAX_LEN;
constexpr size_t Packet::DespawnEntity::MAX_LEN;
constexpr size_t Packet::EntityUpdate::MAX_LEN;
+constexpr size_t Packet::PlayerCorrection::MAX_LEN;
namespace {
Client::Client(const Config &conf)
: conn(client_resolve(conf.host.c_str(), conf.port))
, client_sock(client_bind(0))
-, client_pack{ -1, nullptr, 0 }
-, update_timer(16) {
+, client_pack{ -1, nullptr, 0 } {
client_pack.data = new Uint8[sizeof(Packet)];
client_pack.maxlen = sizeof(Packet);
// establish connection
SendPing();
- update_timer.Start();
}
Client::~Client() {
}
void Client::Update(int dt) {
- update_timer.Update(dt);
conn.Update(dt);
if (conn.ShouldPing()) {
SendPing();
return conn.Send(client_pack, client_sock);
}
-int Client::SendPlayerUpdate(const Entity &player) {
- // don't send all too many updates
- if (!update_timer.Hit()) return -1;
+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);
SendDespawn(*local_iter);
++local_iter;
}
+
+ CheckPlayerFix();
}
if (conn.ShouldPing()) {
conn.SendPing(server.GetPacket(), server.GetSocket());
conn.Send(server.GetPacket(), server.GetSocket());
}
+void ClientConnection::CheckPlayerFix() {
+ // check always succeeds for now ;)
+ auto pack = Packet::Make<Packet::PlayerCorrection>(server.GetPacket());
+ pack.WritePacketSeq(player_update_pack);
+ pack.WritePlayer(Player());
+ conn.Send(server.GetPacket(), server.GetSocket());
+}
+
void ClientConnection::AttachPlayer(Entity &new_player) {
DetachPlayer();
player = &new_player;
player_update_timer.Reset();
if (pack_diff > 0 || overdue) {
player_update_pack = pack.Seq();
- pack.ReadPlayer(Player());
+ // TODO: do client input validation here
+ pack.ReadPlayerState(Player().GetState());
}
}
return "DespawnEntity";
case EntityUpdate::TYPE:
return "EntityUpdate";
+ case PlayerCorrection::TYPE:
+ return "PlayerCorrection";
default:
return "Unknown";
}
void Packet::Join::WritePlayer(const Entity &player) noexcept {
Write(player.ID(), 0);
- Write(player.ChunkCoords(), 4);
- Write(player.Position(), 16);
- Write(player.Velocity(), 28);
- Write(player.Orientation(), 40);
- Write(player.AngularVelocity(), 56);
+ Write(player.GetState(), 4);
}
void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
Read(id, 0);
}
-void Packet::Join::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, 4);
- Read(pos, 16);
- Read(vel, 28);
- Read(rot, 40);
- Read(ang, 56);
-
- player.Position(chunk_coords, pos);
- player.Velocity(vel);
- player.Orientation(rot);
- player.AngularVelocity(ang);
+void Packet::Join::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 4);
}
void Packet::Join::WriteWorldName(const string &name) noexcept {
}
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);
+ Write(player.GetState(), 0);
}
-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 Packet::PlayerUpdate::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 0);
}
void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
} else {
Write(uint32_t(0), 4);
}
- Write(e.ChunkCoords(), 8);
- Write(e.Position(), 20);
- Write(e.Velocity(), 32);
- Write(e.Orientation(), 44);
- Write(e.AngularVelocity(), 60);
+ Write(e.GetState(), 8);
Write(e.Bounds(), 72);
uint32_t flags = 0;
if (e.WorldCollidable()) {
}
void Packet::SpawnEntity::ReadEntity(Entity &e) const noexcept {
- glm::ivec3 chunk_coords(0);
- glm::vec3 pos;
- glm::vec3 vel;
- glm::quat rot;
- glm::vec3 ang;
+ EntityState state;
AABB bounds;
uint32_t flags = 0;
string name;
- Read(chunk_coords, 8);
- Read(pos, 20);
- Read(vel, 32);
- Read(rot, 44);
- Read(ang, 60);
+ Read(state, 8);
Read(bounds, 72);
Read(flags, 96);
ReadString(name, 100, 32);
- e.Position(chunk_coords, pos);
- e.Velocity(vel);
- e.Orientation(rot);
- e.AngularVelocity(ang);
+ e.SetState(state);
e.Bounds(bounds);
e.WorldCollidable(flags & 1);
e.Name(name);
uint32_t off = 4 + (num * 64);
Write(entity.ID(), off);
- Write(entity.ChunkCoords(), off + 4);
- Write(entity.Position(), off + 16);
- Write(entity.Velocity(), off + 28);
- Write(entity.Orientation(), off + 40);
- Write(entity.AngularVelocity(), off + 56);
+ Write(entity.GetState(), off + 4);
}
void Packet::EntityUpdate::ReadEntityID(uint32_t &id, uint32_t num) const noexcept {
Read(id, 4 + (num * 64));
}
-void Packet::EntityUpdate::ReadEntity(Entity &entity, uint32_t num) const noexcept {
+void Packet::EntityUpdate::ReadEntityState(EntityState &state, uint32_t num) const noexcept {
uint32_t off = 4 + (num * 64);
+ Read(state, off + 4);
+}
- glm::ivec3 chunk_coords(0);
- glm::vec3 pos;
- glm::vec3 vel;
- glm::quat rot;
- glm::vec3 ang;
+void Packet::PlayerCorrection::WritePacketSeq(std::uint16_t s) noexcept {
+ Write(s, 0);
+}
- Read(chunk_coords, off + 4);
- Read(pos, off + 16);
- Read(vel, off + 28);
- Read(rot, off + 40);
- Read(ang, off + 56);
+void Packet::PlayerCorrection::ReadPacketSeq(std::uint16_t &s) const noexcept {
+ Read(s, 0);
+}
- entity.Position(chunk_coords, pos);
- entity.Velocity(vel);
- entity.Orientation(rot);
- entity.AngularVelocity(ang);
+void Packet::PlayerCorrection::WritePlayer(const Entity &player) noexcept {
+ Write(player.GetState(), 2);
+}
+
+void Packet::PlayerCorrection::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 2);
}
case Packet::EntityUpdate::TYPE:
On(Packet::As<Packet::EntityUpdate>(udp_pack));
break;
+ case Packet::PlayerCorrection::TYPE:
+ On(Packet::As<Packet::PlayerCorrection>(udp_pack));
+ break;
default:
// drop unknown or unhandled packets
break;