]> git.localhorst.tv Git - blank.git/blobdiff - src/net/net.cpp
add packet for merging player state back to client
[blank.git] / src / net / net.cpp
index 7f12e63ff3626b4d23f741d6d38cea9304ed7ad6..3f4bf7453eab78a0ac79b7f045026ec10114a8f0 100644 (file)
@@ -7,10 +7,14 @@
 #include "Server.hpp"
 
 #include "../app/init.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../world/Entity.hpp"
+#include "../world/EntityState.hpp"
 #include "../world/World.hpp"
 
 #include <cstring>
 #include <iostream>
+#include <glm/gtx/io.hpp>
 
 using namespace std;
 
@@ -21,6 +25,11 @@ constexpr size_t Packet::Ping::MAX_LEN;
 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;
+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 {
 
@@ -101,11 +110,26 @@ uint16_t Client::SendLogin(const string &name) {
        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);
+}
+
+uint16_t Client::SendPart() {
+       Packet::Make<Packet::Part>(client_pack);
+       return conn.Send(client_pack, client_sock);
+}
+
 
 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
 : server(server)
 , conn(addr)
-, player(nullptr) {
+, player(nullptr)
+, spawns()
+, confirm_wait(0)
+, player_update_pack(0)
+, player_update_timer(1500) {
        conn.SetHandler(this);
 }
 
@@ -116,30 +140,180 @@ ClientConnection::~ClientConnection() {
 void ClientConnection::Update(int dt) {
        conn.Update(dt);
        if (Disconnected()) {
-               cout << "disconnect from " << conn.Address() << endl;
-       } else if (conn.ShouldPing()) {
+               return;
+       }
+       if (HasPlayer()) {
+               // sync entities
+               auto global_iter = server.GetWorld().Entities().begin();
+               auto global_end = server.GetWorld().Entities().end();
+               auto local_iter = spawns.begin();
+               auto local_end = spawns.end();
+
+               while (global_iter != global_end && local_iter != local_end) {
+                       if (global_iter->ID() == local_iter->entity->ID()) {
+                               // they're the same
+                               if (CanDespawn(*global_iter)) {
+                                       SendDespawn(*local_iter);
+                               } else {
+                                       // update
+                                       SendUpdate(*local_iter);
+                               }
+                               ++global_iter;
+                               ++local_iter;
+                       } else if (global_iter->ID() < local_iter->entity->ID()) {
+                               // global entity was inserted
+                               if (CanSpawn(*global_iter)) {
+                                       auto spawned = spawns.emplace(local_iter, *global_iter);
+                                       SendSpawn(*spawned);
+                               }
+                               ++global_iter;
+                       } else {
+                               // global entity was removed
+                               SendDespawn(*local_iter);
+                               ++local_iter;
+                       }
+               }
+
+               // leftover spawns
+               while (global_iter != global_end) {
+                       if (CanSpawn(*global_iter)) {
+                               spawns.emplace_back(*global_iter);
+                               SendSpawn(spawns.back());
+                       }
+                       ++global_iter;
+               }
+
+               // leftover despawns
+               while (local_iter != local_end) {
+                       SendDespawn(*local_iter);
+                       ++local_iter;
+               }
+
+               CheckPlayerFix();
+       }
+       if (conn.ShouldPing()) {
                conn.SendPing(server.GetPacket(), server.GetSocket());
        }
 }
 
+ClientConnection::SpawnStatus::SpawnStatus(Entity &e)
+: entity(&e)
+, spawn_pack(-1)
+, despawn_pack(-1) {
+       entity->Ref();
+}
+
+ClientConnection::SpawnStatus::~SpawnStatus() {
+       entity->UnRef();
+}
+
+bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
+       return
+               &e != player &&
+               !e.Dead() &&
+               manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) < 7;
+}
+
+bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
+       return
+               e.Dead() ||
+               manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) > 7;
+}
+
+void ClientConnection::SendSpawn(SpawnStatus &status) {
+       // don't double spawn
+       if (status.spawn_pack != -1) return;
+
+       auto pack = Packet::Make<Packet::SpawnEntity>(server.GetPacket());
+       pack.WriteEntity(*status.entity);
+       status.spawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+       ++confirm_wait;
+}
+
+void ClientConnection::SendDespawn(SpawnStatus &status) {
+       // don't double despawn
+       if (status.despawn_pack != -1) return;
+
+       auto pack = Packet::Make<Packet::DespawnEntity>(server.GetPacket());
+       pack.WriteEntityID(status.entity->ID());
+       status.despawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+       ++confirm_wait;
+}
+
+void ClientConnection::SendUpdate(SpawnStatus &status) {
+       // don't send updates while spawn not ack'd or despawn sent
+       if (status.spawn_pack != -1 || status.despawn_pack != -1) return;
+
+       // TODO: pack entity updates
+       auto pack = Packet::Make<Packet::EntityUpdate>(server.GetPacket());
+       pack.WriteEntityCount(1);
+       pack.WriteEntity(*status.entity, 0);
+       server.GetPacket().len = Packet::EntityUpdate::GetSize(1);
+       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->Ref();
+       cout << "player \"" << player->Name() << "\" joined" << endl;
 }
 
 void ClientConnection::DetachPlayer() {
        if (!player) return;
        player->Kill();
        player->UnRef();
+       cout << "player \"" << player->Name() << "\" left" << endl;
        player = nullptr;
 }
 
+void ClientConnection::OnPacketReceived(uint16_t seq) {
+       if (!confirm_wait) return;
+       for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
+               if (seq == iter->spawn_pack) {
+                       iter->spawn_pack = -1;
+                       --confirm_wait;
+                       return;
+               }
+               if (seq == iter->despawn_pack) {
+                       spawns.erase(iter);
+                       --confirm_wait;
+                       return;
+               }
+       }
+}
+
+void ClientConnection::OnPacketLost(uint16_t seq) {
+       if (!confirm_wait) return;
+       for (SpawnStatus &status : spawns) {
+               if (seq == status.spawn_pack) {
+                       status.spawn_pack = -1;
+                       --confirm_wait;
+                       SendSpawn(status);
+                       return;
+               }
+               if (seq == status.despawn_pack) {
+                       status.despawn_pack = -1;
+                       --confirm_wait;
+                       SendDespawn(status);
+                       return;
+               }
+       }
+}
+
 void ClientConnection::On(const Packet::Login &pack) {
        string name;
        pack.ReadPlayerName(name);
 
-       Entity *new_player = server.GetWorld().AddPlayer(name);
+       Entity *new_player = server.GetWorld().AddPlayer(name).entity;
 
        if (new_player) {
                // success!
@@ -149,6 +323,10 @@ void ClientConnection::On(const Packet::Login &pack) {
                response.WritePlayer(*new_player);
                response.WriteWorldName(server.GetWorld().Name());
                conn.Send(server.GetPacket(), server.GetSocket());
+               // set up update tracking
+               player_update_pack = pack.Seq();
+               player_update_timer.Reset();
+               player_update_timer.Start();
        } else {
                // aw no :(
                cout << "rejected login from player \"" << name << '"' << endl;
@@ -162,6 +340,18 @@ void ClientConnection::On(const Packet::Part &) {
        conn.Close();
 }
 
+void ClientConnection::On(const Packet::PlayerUpdate &pack) {
+       if (!HasPlayer()) return;
+       int pack_diff = int16_t(pack.Seq()) - int16_t(player_update_pack);
+       bool overdue = player_update_timer.HitOnce();
+       player_update_timer.Reset();
+       if (pack_diff > 0 || overdue) {
+               player_update_pack = pack.Seq();
+               // TODO: do client input validation here
+               pack.ReadPlayerState(Player().GetState());
+       }
+}
+
 
 Connection::Connection(const IPaddress &addr)
 : handler(nullptr)
@@ -258,10 +448,23 @@ void Connection::Received(const UDPpacket &udp_pack) {
                                }
                        }
                }
+               // 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);
@@ -291,6 +494,16 @@ const char *Packet::Type2String(uint8_t t) noexcept {
                        return "Join";
                case Part::TYPE:
                        return "Part";
+               case PlayerUpdate::TYPE:
+                       return "PlayerUpdate";
+               case SpawnEntity::TYPE:
+                       return "SpawnEntity";
+               case DespawnEntity::TYPE:
+                       return "DespawnEntity";
+               case EntityUpdate::TYPE:
+                       return "EntityUpdate";
+               case PlayerCorrection::TYPE:
+                       return "PlayerCorrection";
                default:
                        return "Unknown";
        }
@@ -345,34 +558,15 @@ void Packet::Login::ReadPlayerName(string &name) const noexcept {
 
 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 {
@@ -383,6 +577,104 @@ void Packet::Join::ReadWorldName(string &name) const noexcept {
        ReadString(name, 68, 32);
 }
 
+void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
+       Write(player.GetState(), 0);
+}
+
+void Packet::PlayerUpdate::ReadPlayerState(EntityState &state) const noexcept {
+       Read(state, 0);
+}
+
+void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
+       Write(e.ID(), 0);
+       if (e.GetModel()) {
+               Write(e.GetModel().GetModel().ID(), 4);
+       } else {
+               Write(uint32_t(0), 4);
+       }
+       Write(e.GetState(), 8);
+       Write(e.Bounds(), 72);
+       uint32_t flags = 0;
+       if (e.WorldCollidable()) {
+               flags |= 1;
+       }
+       Write(flags, 96);
+       WriteString(e.Name(), 100, 32);
+}
+
+void Packet::SpawnEntity::ReadEntityID(uint32_t &id) const noexcept {
+       Read(id, 0);
+}
+
+void Packet::SpawnEntity::ReadSkeletonID(uint32_t &id) const noexcept {
+       Read(id, 4);
+}
+
+void Packet::SpawnEntity::ReadEntity(Entity &e) const noexcept {
+       EntityState state;
+       AABB bounds;
+       uint32_t flags = 0;
+       string name;
+
+       Read(state, 8);
+       Read(bounds, 72);
+       Read(flags, 96);
+       ReadString(name, 100, 32);
+
+       e.SetState(state);
+       e.Bounds(bounds);
+       e.WorldCollidable(flags & 1);
+       e.Name(name);
+}
+
+void Packet::DespawnEntity::WriteEntityID(uint32_t id) noexcept {
+       Write(id, 0);
+}
+
+void Packet::DespawnEntity::ReadEntityID(uint32_t &id) const noexcept {
+       Read(id, 0);
+}
+
+void Packet::EntityUpdate::WriteEntityCount(uint32_t count) noexcept {
+       Write(count, 0);
+}
+
+void Packet::EntityUpdate::ReadEntityCount(uint32_t &count) const noexcept {
+       Read(count, 0);
+}
+
+void Packet::EntityUpdate::WriteEntity(const Entity &entity, uint32_t num) noexcept {
+       uint32_t off = 4 + (num * 64);
+
+       Write(entity.ID(), off);
+       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::ReadEntityState(EntityState &state, uint32_t num) const noexcept {
+       uint32_t off = 4 + (num * 64);
+       Read(state, off + 4);
+}
+
+void Packet::PlayerCorrection::WritePacketSeq(std::uint16_t s) noexcept {
+       Write(s, 0);
+}
+
+void Packet::PlayerCorrection::ReadPacketSeq(std::uint16_t &s) const noexcept {
+       Read(s, 0);
+}
+
+void Packet::PlayerCorrection::WritePlayer(const Entity &player) noexcept {
+       Write(player.GetState(), 2);
+}
+
+void Packet::PlayerCorrection::ReadPlayerState(EntityState &state) const noexcept {
+       Read(state, 2);
+}
+
 
 void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
        const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
@@ -399,6 +691,21 @@ void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
                case Packet::Part::TYPE:
                        On(Packet::As<Packet::Part>(udp_pack));
                        break;
+               case Packet::PlayerUpdate::TYPE:
+                       On(Packet::As<Packet::PlayerUpdate>(udp_pack));
+                       break;
+               case Packet::SpawnEntity::TYPE:
+                       On(Packet::As<Packet::SpawnEntity>(udp_pack));
+                       break;
+               case Packet::DespawnEntity::TYPE:
+                       On(Packet::As<Packet::DespawnEntity>(udp_pack));
+                       break;
+               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;