#include "../app/init.hpp"
#include "../io/WorldSave.hpp"
-#include "../model/CompositeModel.hpp"
+#include "../model/Model.hpp"
#include "../world/ChunkIndex.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
+#include <algorithm>
#include <iostream>
#include <zlib.h>
#include <glm/gtx/io.hpp>
}
void ClientConnection::SendUpdates() {
+ auto base = PlayerChunks().Base();
auto pack = Prepare<Packet::EntityUpdate>();
+ pack.WriteChunkBase(base);
int entity_pos = 0;
for (SpawnStatus *status : entity_updates) {
- pack.WriteEntity(*status->entity, entity_pos);
+ pack.WriteEntity(*status->entity, base, entity_pos);
++entity_pos;
if (entity_pos == Packet::EntityUpdate::MAX_ENTITIES) {
pack.WriteEntityCount(entity_pos);
}
}
+namespace {
+
+struct QueueCompare {
+ explicit QueueCompare(const glm::ivec3 &base)
+ : base(base) { }
+ bool operator ()(const glm::ivec3 &left, const glm::ivec3 &right) const noexcept {
+ const glm::ivec3 ld(left - base);
+ const glm::ivec3 rd(right - base);
+ return
+ ld.x * ld.x + ld.y * ld.y + ld.z * ld.z <
+ rd.x * rd.x + rd.y * rd.y + rd.z * rd.z;
+ }
+ const glm::ivec3 &base;
+};
+
+}
+
void ClientConnection::CheckChunkQueue() {
if (PlayerChunks().Base() != old_base) {
Chunk::Pos begin = PlayerChunks().CoordsBegin();
}
}
old_base = PlayerChunks().Base();
+ sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
}
if (transmitter.Transmitting()) {
transmitter.Transmit();
}
}
}
+ sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
// TODO: should the server do this?
if (HasPlayerModel()) {
GetPlayerModel().Instantiate(PlayerEntity().GetModel());
}
- cout << "player \"" << player.Name() << "\" joined" << endl;
+ string msg = "player \"" + player.Name() + "\" joined";
+ cout << msg << endl;
+ server.DistributeMessage(0, 0, msg);
}
void ClientConnection::DetachPlayer() {
if (!HasPlayer()) return;
- cout << "player \"" << input->GetPlayer().Name() << "\" left" << endl;
+ string msg = "player \"" + input->GetPlayer().Name() + "\" left";
+ cout << msg << endl;
+ server.DistributeMessage(0, 0, msg);
+
server.GetWorldSave().Write(input->GetPlayer());
PlayerEntity().Kill();
PlayerEntity().UnRef();
old_actions = 0;
}
-void ClientConnection::SetPlayerModel(const CompositeModel &m) noexcept {
+void ClientConnection::SetPlayerModel(const Model &m) noexcept {
player_model = &m;
if (HasPlayer()) {
m.Instantiate(PlayerEntity().GetModel());
return player_model;
}
-const CompositeModel &ClientConnection::GetPlayerModel() const noexcept {
+const Model &ClientConnection::GetPlayerModel() const noexcept {
return *player_model;
}
return;
}
glm::vec3 movement(0.0f);
- float pitch = 0.0f;
- float yaw = 0.0f;
uint8_t new_actions;
uint8_t slot;
player_update_pack = pack.Seq();
pack.ReadPredictedState(player_update_state);
pack.ReadMovement(movement);
- pack.ReadPitch(pitch);
- pack.ReadYaw(yaw);
pack.ReadActions(new_actions);
pack.ReadSlot(slot);
input->SetMovement(movement);
- input->TurnHead(pitch - input->GetPitch(), yaw - input->GetYaw());
+ input->TurnHead(player_update_state.pitch - input->GetPitch(), player_update_state.yaw - input->GetYaw());
input->SelectInventory(slot);
if ((new_actions & 0x01) && !(old_actions & 0x01)) {
return HasPlayer() && PlayerChunks().InRange(pos);
}
+void ClientConnection::On(const Packet::Message &pack) {
+ uint8_t type;
+ uint32_t ref;
+ string msg;
+ pack.ReadType(type);
+ pack.ReadReferral(ref);
+ pack.ReadMessage(msg);
+
+ if (type == 1 && HasPlayer()) {
+ server.DistributeMessage(1, PlayerEntity().ID(), msg);
+ }
+}
+
Server::Server(
const Config::Network &conf,
}
}
-void Server::SetPlayerModel(const CompositeModel &m) noexcept {
+void Server::SetPlayerModel(const Model &m) noexcept {
player_model = &m;
for (ClientConnection &client : clients) {
client.SetPlayerModel(m);
return player_model;
}
-const CompositeModel &Server::GetPlayerModel() const noexcept {
+const Model &Server::GetPlayerModel() const noexcept {
return *player_model;
}
}
}
+void Server::DistributeMessage(uint8_t type, uint32_t ref, const string &msg) {
+ auto pack = Packet::Make<Packet::Message>(serv_pack);
+ pack.WriteType(type);
+ pack.WriteReferral(ref);
+ pack.WriteMessage(msg);
+ serv_pack.len = sizeof(Packet::Header) + Packet::Message::GetSize(msg);
+ SendAll();
+}
+
+void Server::SendAll() {
+ for (ClientConnection &client : clients) {
+ client.GetConnection().Send(serv_pack, serv_sock);
+ }
+}
+
}
}