]> git.localhorst.tv Git - blank.git/blobdiff - src/net/net.cpp
transmit chunks from server to client
[blank.git] / src / net / net.cpp
index 4d364124253d9e5d5e5668e77a6ec52ef29eb9b0..f59b80962530e5a4f4ca8b883b454247eb466a86 100644 (file)
@@ -1,4 +1,5 @@
 #include "Client.hpp"
+#include "ClientConnection.hpp"
 #include "Connection.hpp"
 #include "ConnectionHandler.hpp"
 #include "io.hpp"
@@ -6,10 +7,15 @@
 #include "Server.hpp"
 
 #include "../app/init.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../world/ChunkIndex.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;
 
@@ -20,6 +26,13 @@ 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;
+constexpr size_t Packet::ChunkBegin::MAX_LEN;
+constexpr size_t Packet::ChunkData::MAX_LEN;
 
 namespace {
 
@@ -100,6 +113,333 @@ 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, nullptr)
+, spawns()
+, confirm_wait(0)
+, player_update_state()
+, player_update_pack(0)
+, player_update_timer(1500)
+, transmitter(*this)
+, chunk_queue()
+, old_base() {
+       conn.SetHandler(this);
+}
+
+ClientConnection::~ClientConnection() {
+       DetachPlayer();
+}
+
+void ClientConnection::Update(int dt) {
+       conn.Update(dt);
+       if (Disconnected()) {
+               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();
+               CheckChunkQueue();
+       }
+       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.entity &&
+               !e.Dead() &&
+               manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) < 7;
+}
+
+bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
+       return
+               e.Dead() ||
+               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 = Prepare<Packet::SpawnEntity>();
+       pack.WriteEntity(*status.entity);
+       status.spawn_pack = Send();
+       ++confirm_wait;
+}
+
+void ClientConnection::SendDespawn(SpawnStatus &status) {
+       // don't double despawn
+       if (status.despawn_pack != -1) return;
+
+       auto pack = Prepare<Packet::DespawnEntity>();
+       pack.WriteEntityID(status.entity->ID());
+       status.despawn_pack = Send();
+       ++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 = Prepare<Packet::EntityUpdate>();
+       pack.WriteEntityCount(1);
+       pack.WriteEntity(*status.entity, 0);
+       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::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.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 (!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) {
+                       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 (transmitter.Waiting()) {
+               transmitter.Nack(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);
+
+       Player new_player = server.GetWorld().AddPlayer(name);
+
+       if (new_player.entity) {
+               // success!
+               AttachPlayer(new_player);
+               cout << "accepted login from player \"" << name << '"' << endl;
+               auto response = Prepare<Packet::Join>();
+               response.WritePlayer(*new_player.entity);
+               response.WriteWorldName(server.GetWorld().Name());
+               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;
+               Prepare<Packet::Part>();
+               Send();
+               conn.Close();
+       }
+}
+
+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();
+               pack.ReadPlayerState(player_update_state);
+               // accept velocity and orientation as "user input"
+               PlayerEntity().Velocity(player_update_state.velocity);
+               PlayerEntity().Orientation(player_update_state.orient);
+       }
+}
+
 
 Connection::Connection(const IPaddress &addr)
 : handler(nullptr)
@@ -196,10 +536,23 @@ 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);
@@ -229,6 +582,20 @@ 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";
+               case ChunkBegin::TYPE:
+                       return "ChunkBegin";
+               case ChunkData::TYPE:
+                       return "ChunkData";
                default:
                        return "Unknown";
        }
@@ -283,34 +650,15 @@ 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 {
@@ -321,6 +669,170 @@ 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 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);
@@ -337,6 +849,27 @@ 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;
+               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;
@@ -387,85 +920,29 @@ void Server::HandlePacket(const UDPpacket &udp_pack) {
                return;
        }
 
-       Connection &client = GetClient(udp_pack.address);
-       client.Received(udp_pack);
-
-       switch (pack.header.type) {
-               case Packet::Login::TYPE:
-                       HandleLogin(client, udp_pack);
-                       break;
-               case Packet::Part::TYPE:
-                       HandlePart(client, udp_pack);
-                       break;
-               default:
-                       // just drop packets of unknown or unhandled type
-                       break;
-       }
+       ClientConnection &client = GetClient(udp_pack.address);
+       client.GetConnection().Received(udp_pack);
 }
 
-Connection &Server::GetClient(const IPaddress &addr) {
-       for (Connection &client : clients) {
+ClientConnection &Server::GetClient(const IPaddress &addr) {
+       for (ClientConnection &client : clients) {
                if (client.Matches(addr)) {
                        return client;
                }
        }
-       clients.emplace_back(addr);
-       OnConnect(clients.back());
+       clients.emplace_back(*this, addr);
        return clients.back();
 }
 
-void Server::OnConnect(Connection &client) {
-       cout << "new connection from " << client.Address() << endl;
-       // tell it we're alive
-       client.SendPing(serv_pack, serv_sock);
-}
-
 void Server::Update(int dt) {
-       for (list<Connection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
+       for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
                client->Update(dt);
-               if (client->Closed()) {
-                       OnDisconnect(*client);
+               if (client->Disconnected()) {
                        client = clients.erase(client);
                } else {
-                       if (client->ShouldPing()) {
-                               client->SendPing(serv_pack, serv_sock);
-                       }
                        ++client;
                }
        }
 }
 
-void Server::OnDisconnect(Connection &client) {
-       cout << "connection timeout from " << client.Address() << endl;
-}
-
-
-void Server::HandleLogin(Connection &client, const UDPpacket &udp_pack) {
-       auto pack = Packet::As<Packet::Login>(udp_pack);
-
-       string name;
-       pack.ReadPlayerName(name);
-
-       Entity *player = world.AddPlayer(name);
-
-       if (player) {
-               // success!
-               cout << "accepted login from player \"" << name << '"' << endl;
-               auto response = Packet::Make<Packet::Join>(serv_pack);
-               response.WritePlayer(*player);
-               response.WriteWorldName(world.Name());
-               client.Send(serv_pack, serv_sock);
-       } else {
-               // aw no :(
-               cout << "rejected login from player \"" << name << '"' << endl;
-               Packet::Make<Packet::Part>(serv_pack);
-               client.Send(serv_pack, serv_sock);
-               client.Close();
-       }
-}
-
-void Server::HandlePart(Connection &client, const UDPpacket &udp_pack) {
-       client.Close();
-}
-
 }