#include "ServerState.hpp"
#include "../app/Environment.hpp"
-#include "../app/TextureIndex.hpp"
#include "../io/WorldSave.hpp"
#include "../net/io.hpp"
const Config &config
)
: env(env)
-, shapes()
-, block_types()
-, world(block_types, wc)
+, res()
+, world(res.block_types, wc)
, generator(gc)
, chunk_loader(world.Chunks(), generator, ws)
-, skeletons()
-, spawner(world, skeletons, env.rng)
+, spawner(world, res.models, env.rng)
, server(config.net, world, wc, ws)
, loop_timer(16) {
- TextureIndex tex_index;
- env.loader.LoadShapes("default", shapes);
- env.loader.LoadBlockTypes("default", block_types, tex_index);
- generator.LoadTypes(block_types);
- skeletons.LoadHeadless();
- spawner.LimitSkeletons(1, skeletons.size());
- server.SetPlayerModel(skeletons[0]);
+ res.Load(env.loader, "default");
+ if (res.models.size() < 2) {
+ throw std::runtime_error("need at least two models to run");
+ }
+ generator.LoadTypes(res.block_types);
+ spawner.LimitModels(1, res.models.size());
+ server.SetPlayerModel(res.models[0]);
loop_timer.Start();
void ServerState::Update(int dt) {
loop_timer.Update(dt);
+ if (!loop_timer.HitOnce() && loop_timer.IntervalRemain() > 1) {
+ server.Wait(loop_timer.IntervalRemain() - 1);
+ return;
+ }
+ if (dt == 0 && !server.Ready()) {
+ // effectively wait in a spin loop
+ return;
+ }
+
server.Handle();
int world_dt = 0;
while (loop_timer.HitOnce()) {
if (world_dt > 0) {
server.Update(world_dt);
}
+ if (world_dt > 32) {
+ std::cout << "world dt at " << world_dt << "ms!" << std::endl;
+ }
}