#include "../app/init.hpp"
#include "../model/CompositeModel.hpp"
+#include "../world/ChunkIndex.hpp"
#include "../world/Entity.hpp"
#include "../world/EntityState.hpp"
#include "../world/World.hpp"
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;
+constexpr size_t Packet::ChunkBegin::MAX_LEN;
+constexpr size_t Packet::ChunkData::MAX_LEN;
namespace {
ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
: server(server)
, conn(addr)
-, player(nullptr)
+, player(nullptr, nullptr)
, spawns()
, confirm_wait(0)
+, player_update_state()
, player_update_pack(0)
-, player_update_timer(1500) {
+, player_update_timer(1500)
+, transmitter(*this)
+, chunk_queue()
+, old_base() {
conn.SetHandler(this);
}
SendDespawn(*local_iter);
++local_iter;
}
+
+ CheckPlayerFix();
+ CheckChunkQueue();
}
if (conn.ShouldPing()) {
conn.SendPing(server.GetPacket(), server.GetSocket());
bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
return
- &e != player &&
+ &e != player.entity &&
!e.Dead() &&
- manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) < 7;
+ manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) < 7;
}
bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
return
e.Dead() ||
- manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) > 7;
+ manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) > 7;
+}
+
+uint16_t ClientConnection::Send() {
+ return conn.Send(server.GetPacket(), server.GetSocket());
+}
+
+uint16_t ClientConnection::Send(size_t len) {
+ server.GetPacket().len = len;
+ return Send();
}
void ClientConnection::SendSpawn(SpawnStatus &status) {
// don't double spawn
if (status.spawn_pack != -1) return;
- auto pack = Packet::Make<Packet::SpawnEntity>(server.GetPacket());
+ auto pack = Prepare<Packet::SpawnEntity>();
pack.WriteEntity(*status.entity);
- status.spawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+ status.spawn_pack = Send();
++confirm_wait;
}
// don't double despawn
if (status.despawn_pack != -1) return;
- auto pack = Packet::Make<Packet::DespawnEntity>(server.GetPacket());
+ auto pack = Prepare<Packet::DespawnEntity>();
pack.WriteEntityID(status.entity->ID());
- status.despawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+ status.despawn_pack = Send();
++confirm_wait;
}
if (status.spawn_pack != -1 || status.despawn_pack != -1) return;
// TODO: pack entity updates
- auto pack = Packet::Make<Packet::EntityUpdate>(server.GetPacket());
+ auto pack = Prepare<Packet::EntityUpdate>();
pack.WriteEntityCount(1);
pack.WriteEntity(*status.entity, 0);
- server.GetPacket().len = Packet::EntityUpdate::GetSize(1);
- conn.Send(server.GetPacket(), server.GetSocket());
+ Send(Packet::EntityUpdate::GetSize(1));
+}
+
+void ClientConnection::CheckPlayerFix() {
+ // player_update_state's position holds the client's most recent prediction
+ glm::vec3 diff = player_update_state.Diff(PlayerEntity().GetState());
+ float dist_squared = dot(diff, diff);
+
+ // if client's prediction is off by more than 1cm, send
+ // our (authoritative) state back so it can fix it
+ constexpr float fix_thresh = 0.0001f;
+
+ if (dist_squared > fix_thresh) {
+ auto pack = Prepare<Packet::PlayerCorrection>();
+ pack.WritePacketSeq(player_update_pack);
+ pack.WritePlayer(PlayerEntity());
+ Send();
+ }
}
-void ClientConnection::AttachPlayer(Entity &new_player) {
+void ClientConnection::CheckChunkQueue() {
+ if (PlayerChunks().Base() != old_base) {
+ Chunk::Pos begin = PlayerChunks().CoordsBegin();
+ Chunk::Pos end = PlayerChunks().CoordsEnd();
+ for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
+ for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+ for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+ if (manhattan_radius(pos - old_base) > PlayerChunks().Extent()) {
+ chunk_queue.push_back(pos);
+ }
+ }
+ }
+ }
+ old_base = PlayerChunks().Base();
+ }
+ if (transmitter.Transmitting()) {
+ transmitter.Transmit();
+ return;
+ }
+ if (transmitter.Idle()) {
+ int count = 0;
+ constexpr int max = 64;
+ while (count < max && !chunk_queue.empty()) {
+ Chunk::Pos pos = chunk_queue.front();
+ chunk_queue.pop_front();
+ if (PlayerChunks().InRange(pos)) {
+ Chunk *chunk = PlayerChunks().Get(pos);
+ if (chunk) {
+ transmitter.Send(*chunk);
+ return;
+ } else {
+ chunk_queue.push_back(pos);
+ }
+ ++count;
+ }
+ }
+ }
+}
+
+void ClientConnection::AttachPlayer(const Player &new_player) {
DetachPlayer();
- player = &new_player;
- player->Ref();
- cout << "player \"" << player->Name() << "\" joined" << endl;
+ player = new_player;
+ player.entity->Ref();
+
+ old_base = player.chunks->Base();
+ Chunk::Pos begin = player.chunks->CoordsBegin();
+ Chunk::Pos end = player.chunks->CoordsEnd();
+ for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
+ for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+ for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+ chunk_queue.push_back(pos);
+ }
+ }
+ }
+
+ cout << "player \"" << player.entity->Name() << "\" joined" << endl;
}
void ClientConnection::DetachPlayer() {
- if (!player) return;
- player->Kill();
- player->UnRef();
- cout << "player \"" << player->Name() << "\" left" << endl;
- player = nullptr;
+ if (!HasPlayer()) return;
+ cout << "player \"" << player.entity->Name() << "\" left" << endl;
+ player.entity->Kill();
+ player.entity->UnRef();
+ player.entity = nullptr;
+ player.chunks = nullptr;
+ transmitter.Abort();
+ chunk_queue.clear();
}
void ClientConnection::OnPacketReceived(uint16_t seq) {
+ if (transmitter.Waiting()) {
+ transmitter.Ack(seq);
+ }
if (!confirm_wait) return;
for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
if (seq == iter->spawn_pack) {
}
void ClientConnection::OnPacketLost(uint16_t seq) {
+ if (transmitter.Waiting()) {
+ transmitter.Nack(seq);
+ }
if (!confirm_wait) return;
for (SpawnStatus &status : spawns) {
if (seq == status.spawn_pack) {
string name;
pack.ReadPlayerName(name);
- Entity *new_player = server.GetWorld().AddPlayer(name).entity;
+ Player new_player = server.GetWorld().AddPlayer(name);
- if (new_player) {
+ if (new_player.entity) {
// success!
- AttachPlayer(*new_player);
+ AttachPlayer(new_player);
cout << "accepted login from player \"" << name << '"' << endl;
- auto response = Packet::Make<Packet::Join>(server.GetPacket());
- response.WritePlayer(*new_player);
+ auto response = Prepare<Packet::Join>();
+ response.WritePlayer(*new_player.entity);
response.WriteWorldName(server.GetWorld().Name());
- conn.Send(server.GetPacket(), server.GetSocket());
+ Send();
// set up update tracking
+ player_update_state = new_player.entity->GetState();
player_update_pack = pack.Seq();
player_update_timer.Reset();
player_update_timer.Start();
} else {
// aw no :(
cout << "rejected login from player \"" << name << '"' << endl;
- Packet::Make<Packet::Part>(server.GetPacket());
- conn.Send(server.GetPacket(), server.GetSocket());
+ Prepare<Packet::Part>();
+ Send();
conn.Close();
}
}
player_update_timer.Reset();
if (pack_diff > 0 || overdue) {
player_update_pack = pack.Seq();
- // TODO: do client input validation here
- pack.ReadPlayerState(Player().GetState());
+ pack.ReadPlayerState(player_update_state);
+ // accept velocity and orientation as "user input"
+ PlayerEntity().Velocity(player_update_state.velocity);
+ PlayerEntity().Orientation(player_update_state.orient);
}
}
}
}
// check for newly ack'd packets
- for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); ++s) {
+ for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); --s) {
if (ctrl_new.Acks(s) && !ctrl_in.Acks(s)) {
Handler().OnPacketReceived(s);
}
return "DespawnEntity";
case EntityUpdate::TYPE:
return "EntityUpdate";
+ case PlayerCorrection::TYPE:
+ return "PlayerCorrection";
+ case ChunkBegin::TYPE:
+ return "ChunkBegin";
+ case ChunkData::TYPE:
+ return "ChunkData";
default:
return "Unknown";
}
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 Packet::ChunkBegin::WriteTransmissionId(uint32_t id) noexcept {
+ Write(id, 0);
+}
+
+void Packet::ChunkBegin::ReadTransmissionId(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::ChunkBegin::WriteFlags(uint32_t f) noexcept {
+ Write(f, 4);
+}
+
+void Packet::ChunkBegin::ReadFlags(uint32_t &f) const noexcept {
+ Read(f, 4);
+}
+
+void Packet::ChunkBegin::WriteChunkCoords(const glm::ivec3 &pos) noexcept {
+ Write(pos, 8);
+}
+
+void Packet::ChunkBegin::ReadChunkCoords(glm::ivec3 &pos) const noexcept {
+ Read(pos, 8);
+}
+
+void Packet::ChunkBegin::WriteDataSize(uint32_t s) noexcept {
+ Write(s, 20);
+}
+
+void Packet::ChunkBegin::ReadDataSize(uint32_t &s) const noexcept {
+ Read(s, 20);
+}
+
+void Packet::ChunkData::WriteTransmissionId(uint32_t id) noexcept {
+ Write(id, 0);
+}
+
+void Packet::ChunkData::ReadTransmissionId(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::ChunkData::WriteDataOffset(uint32_t o) noexcept {
+ Write(o, 4);
+}
+
+void Packet::ChunkData::ReadDataOffset(uint32_t &o) const noexcept {
+ Read(o, 4);
+}
+
+void Packet::ChunkData::WriteDataSize(uint32_t s) noexcept {
+ Write(s, 8);
+}
+
+void Packet::ChunkData::ReadDataSize(uint32_t &s) const noexcept {
+ Read(s, 8);
+}
+
+void Packet::ChunkData::WriteData(const uint8_t *d, size_t l) noexcept {
+ size_t len = min(length - 12, l);
+ memcpy(&data[12], d, len);
+}
+
+void Packet::ChunkData::ReadData(uint8_t *d, size_t l) const noexcept {
+ size_t len = min(length - 12, l);
+ memcpy(d, &data[12], len);
+}
+
void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
case Packet::EntityUpdate::TYPE:
On(Packet::As<Packet::EntityUpdate>(udp_pack));
break;
+ case Packet::PlayerCorrection::TYPE:
+ On(Packet::As<Packet::PlayerCorrection>(udp_pack));
+ break;
+ case Packet::ChunkBegin::TYPE:
+ On(Packet::As<Packet::ChunkBegin>(udp_pack));
+ break;
+ case Packet::ChunkData::TYPE:
+ On(Packet::As<Packet::ChunkData>(udp_pack));
+ break;
default:
// drop unknown or unhandled packets
break;