]> git.localhorst.tv Git - blank.git/blobdiff - src/server/net.cpp
split input handling
[blank.git] / src / server / net.cpp
index 0cf0cdd60cc12ad6b9ab36d1a50745cf85c0999f..44a42682497276f0c647578bd592c1725e94adde 100644 (file)
@@ -3,6 +3,7 @@
 #include "Server.hpp"
 
 #include "../app/init.hpp"
+#include "../model/CompositeModel.hpp"
 #include "../world/ChunkIndex.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
@@ -171,9 +172,11 @@ void ChunkTransmitter::Release() {
 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
 : server(server)
 , conn(addr)
-, player(nullptr, nullptr)
+, player(nullptr)
+, player_model(nullptr)
 , spawns()
 , confirm_wait(0)
+, entity_updates()
 , player_update_state()
 , player_update_pack(0)
 , player_update_timer(1500)
@@ -206,7 +209,7 @@ void ClientConnection::Update(int dt) {
                                        SendDespawn(*local_iter);
                                } else {
                                        // update
-                                       SendUpdate(*local_iter);
+                                       QueueUpdate(*local_iter);
                                }
                                ++global_iter;
                                ++local_iter;
@@ -238,6 +241,7 @@ void ClientConnection::Update(int dt) {
                        SendDespawn(*local_iter);
                        ++local_iter;
                }
+               SendUpdates();
 
                CheckPlayerFix();
                CheckChunkQueue();
@@ -260,7 +264,7 @@ ClientConnection::SpawnStatus::~SpawnStatus() {
 
 bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
        return
-               &e != player.entity &&
+               &e != &PlayerEntity() &&
                !e.Dead() &&
                manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) < 7;
 }
@@ -300,15 +304,31 @@ void ClientConnection::SendDespawn(SpawnStatus &status) {
        ++confirm_wait;
 }
 
-void ClientConnection::SendUpdate(SpawnStatus &status) {
+void ClientConnection::QueueUpdate(SpawnStatus &status) {
        // don't send updates while spawn not ack'd or despawn sent
-       if (status.spawn_pack != -1 || status.despawn_pack != -1) return;
+       if (status.spawn_pack == -1 && status.despawn_pack == -1) {
+               entity_updates.push_back(&status);
+       }
+}
 
-       // TODO: pack entity updates
+void ClientConnection::SendUpdates() {
        auto pack = Prepare<Packet::EntityUpdate>();
-       pack.WriteEntityCount(1);
-       pack.WriteEntity(*status.entity, 0);
-       Send(Packet::EntityUpdate::GetSize(1));
+       int entity_pos = 0;
+       for (SpawnStatus *status : entity_updates) {
+               pack.WriteEntity(*status->entity, entity_pos);
+               ++entity_pos;
+               if (entity_pos == Packet::EntityUpdate::MAX_ENTITIES) {
+                       pack.WriteEntityCount(entity_pos);
+                       Send(Packet::EntityUpdate::GetSize(entity_pos));
+                       pack = Prepare<Packet::EntityUpdate>();
+                       entity_pos = 0;
+               }
+       }
+       if (entity_pos > 0) {
+               pack.WriteEntityCount(entity_pos);
+               Send(Packet::EntityUpdate::GetSize(entity_pos));
+       }
+       entity_updates.clear();
 }
 
 void ClientConnection::CheckPlayerFix() {
@@ -367,14 +387,14 @@ void ClientConnection::CheckChunkQueue() {
        }
 }
 
-void ClientConnection::AttachPlayer(const Player &new_player) {
+void ClientConnection::AttachPlayer(Player &new_player) {
        DetachPlayer();
-       player = new_player;
-       player.entity->Ref();
+       player = &new_player;
+       PlayerEntity().Ref();
 
-       old_base = player.chunks->Base();
-       Chunk::Pos begin = player.chunks->CoordsBegin();
-       Chunk::Pos end = player.chunks->CoordsEnd();
+       old_base = PlayerChunks().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) {
@@ -382,21 +402,38 @@ void ClientConnection::AttachPlayer(const Player &new_player) {
                        }
                }
        }
+       if (HasPlayerModel()) {
+               GetPlayerModel().Instantiate(PlayerEntity().GetModel());
+       }
 
-       cout << "player \"" << player.entity->Name() << "\" joined" << endl;
+       cout << "player \"" << player->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;
+       cout << "player \"" << player->Name() << "\" left" << endl;
+       player->GetEntity().Kill();
+       player->GetEntity().UnRef();
+       player = nullptr;
        transmitter.Abort();
        chunk_queue.clear();
 }
 
+void ClientConnection::SetPlayerModel(const CompositeModel &m) noexcept {
+       player_model = &m;
+       if (HasPlayer()) {
+               m.Instantiate(PlayerEntity().GetModel());
+       }
+}
+
+bool ClientConnection::HasPlayerModel() const noexcept {
+       return player_model;
+}
+
+const CompositeModel &ClientConnection::GetPlayerModel() const noexcept {
+       return *player_model;
+}
+
 void ClientConnection::OnPacketReceived(uint16_t seq) {
        if (transmitter.Waiting()) {
                transmitter.Ack(seq);
@@ -441,18 +478,18 @@ void ClientConnection::On(const Packet::Login &pack) {
        string name;
        pack.ReadPlayerName(name);
 
-       Player new_player = server.GetWorld().AddPlayer(name);
+       Player *new_player = server.GetWorld().AddPlayer(name);
 
-       if (new_player.entity) {
+       if (new_player) {
                // success!
-               AttachPlayer(new_player);
+               AttachPlayer(*new_player);
                cout << "accepted login from player \"" << name << '"' << endl;
                auto response = Prepare<Packet::Join>();
-               response.WritePlayer(*new_player.entity);
+               response.WritePlayer(new_player->GetEntity());
                response.WriteWorldName(server.GetWorld().Name());
                Send();
                // set up update tracking
-               player_update_state = new_player.entity->GetState();
+               player_update_state = new_player->GetEntity().GetState();
                player_update_pack = pack.Seq();
                player_update_timer.Reset();
                player_update_timer.Start();
@@ -484,11 +521,12 @@ void ClientConnection::On(const Packet::PlayerUpdate &pack) {
 }
 
 
-Server::Server(const Config &conf, World &world)
+Server::Server(const Config::Network &conf, World &world)
 : serv_sock(nullptr)
 , serv_pack{ -1, nullptr, 0 }
 , clients()
-, world(world) {
+, world(world)
+, player_model(nullptr) {
        serv_sock = SDLNet_UDP_Open(conf.port);
        if (!serv_sock) {
                throw NetError("SDLNet_UDP_Open");
@@ -538,6 +576,9 @@ ClientConnection &Server::GetClient(const IPaddress &addr) {
                }
        }
        clients.emplace_back(*this, addr);
+       if (HasPlayerModel()) {
+               clients.back().SetPlayerModel(GetPlayerModel());
+       }
        return clients.back();
 }
 
@@ -552,5 +593,20 @@ void Server::Update(int dt) {
        }
 }
 
+void Server::SetPlayerModel(const CompositeModel &m) noexcept {
+       player_model = &m;
+       for (ClientConnection &client : clients) {
+               client.SetPlayerModel(m);
+       }
+}
+
+bool Server::HasPlayerModel() const noexcept {
+       return player_model;
+}
+
+const CompositeModel &Server::GetPlayerModel() const noexcept {
+       return *player_model;
+}
+
 }
 }