]> git.localhorst.tv Git - blank.git/blobdiff - src/server/net.cpp
transmit player input from client to server
[blank.git] / src / server / net.cpp
index 68880c7d6fce87ab7b9f1db1f461b752e6bd24b5..ea5b4d995f19d38262891b0919f1fb2360ed05b3 100644 (file)
@@ -10,6 +10,7 @@
 
 #include <iostream>
 #include <zlib.h>
+#include <glm/gtx/io.hpp>
 
 using namespace std;
 
@@ -172,7 +173,7 @@ void ChunkTransmitter::Release() {
 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
 : server(server)
 , conn(addr)
-, player(nullptr, nullptr)
+, input()
 , player_model(nullptr)
 , spawns()
 , confirm_wait(0)
@@ -180,6 +181,7 @@ ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
 , player_update_state()
 , player_update_pack(0)
 , player_update_timer(1500)
+, old_actions(0)
 , transmitter(*this)
 , chunk_queue()
 , old_base() {
@@ -243,6 +245,7 @@ void ClientConnection::Update(int dt) {
                }
                SendUpdates();
 
+               input->Update(dt);
                CheckPlayerFix();
                CheckChunkQueue();
        }
@@ -264,7 +267,7 @@ 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;
 }
@@ -387,14 +390,14 @@ void ClientConnection::CheckChunkQueue() {
        }
 }
 
-void ClientConnection::AttachPlayer(const Player &new_player) {
+void ClientConnection::AttachPlayer(Player &player) {
        DetachPlayer();
-       player = new_player;
-       player.entity->Ref();
+       input.reset(new DirectInput(server.GetWorld(), player, server));
+       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) {
@@ -403,21 +406,21 @@ void ClientConnection::AttachPlayer(const Player &new_player) {
                }
        }
        if (HasPlayerModel()) {
-               GetPlayerModel().Instantiate(player.entity->GetModel());
+               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 \"" << input->GetPlayer().Name() << "\" left" << endl;
+       PlayerEntity().Kill();
+       PlayerEntity().UnRef();
+       input.reset();
        transmitter.Abort();
        chunk_queue.clear();
+       old_actions = 0;
 }
 
 void ClientConnection::SetPlayerModel(const CompositeModel &m) noexcept {
@@ -479,18 +482,18 @@ 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();
@@ -512,17 +515,48 @@ void ClientConnection::On(const Packet::PlayerUpdate &pack) {
        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);
+       if (pack_diff <= 0 && !overdue) {
+               // drop old packets if we have a fairly recent state
+               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->SelectInventory(slot);
+
+       if ((new_actions & 0x01) && !(old_actions & 0x01)) {
+               input->StartPrimaryAction();
+       } else if (!(new_actions & 0x01) && (old_actions & 0x01)) {
+               input->StopPrimaryAction();
+       }
+       if ((new_actions & 0x02) && !(old_actions & 0x02)) {
+               input->StartSecondaryAction();
+       } else if (!(new_actions & 0x02) && (old_actions & 0x02)) {
+               input->StopSecondaryAction();
+       }
+       if ((new_actions & 0x04) && !(old_actions & 0x04)) {
+               input->StartTertiaryAction();
+       } else if (!(new_actions & 0x04) && (old_actions & 0x04)) {
+               input->StopTertiaryAction();
        }
+       old_actions = new_actions;
 }
 
 
-Server::Server(const Config &conf, World &world)
+Server::Server(const Config::Network &conf, World &world)
 : serv_sock(nullptr)
 , serv_pack{ -1, nullptr, 0 }
 , clients()
@@ -585,6 +619,7 @@ ClientConnection &Server::GetClient(const IPaddress &addr) {
 
 void Server::Update(int dt) {
        for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
+               client->Update(dt);
                if (client->Disconnected()) {
                        client = clients.erase(client);
                } else {
@@ -608,5 +643,11 @@ const CompositeModel &Server::GetPlayerModel() const noexcept {
        return *player_model;
 }
 
+void Server::SetBlock(Chunk &chunk, int index, const Block &block) {
+       chunk.SetBlock(index, block);
+       // TODO: send to clients
+       // also TODO: batch chunk changes
+}
+
 }
 }