use InputInstruction to drastically reduce the size of mouse instructions

This commit is contained in:
Quaternions 2023-10-18 20:20:36 -07:00
parent 2c379d22a2
commit 925dec1666
2 changed files with 55 additions and 52 deletions

View File

@ -18,9 +18,7 @@ pub enum PhysicsInstruction {
Input(PhysicsInputInstruction), Input(PhysicsInputInstruction),
} }
#[derive(Debug)] #[derive(Debug)]
pub enum PhysicsInputInstruction { pub enum PhysicsInputInstruction{
ReplaceMouse(MouseState,MouseState),
SetNextMouse(MouseState),
SetMoveRight(bool), SetMoveRight(bool),
SetMoveUp(bool), SetMoveUp(bool),
SetMoveBack(bool), SetMoveBack(bool),
@ -29,8 +27,25 @@ pub enum PhysicsInputInstruction {
SetMoveForward(bool), SetMoveForward(bool),
SetJump(bool), SetJump(bool),
SetZoom(bool), SetZoom(bool),
ReplaceMouse(MouseState,MouseState),
SetNextMouse(MouseState),
Reset, Reset,
Idle, Idle,
}
#[derive(Debug)]
#[repr(u32)]
pub enum InputInstruction {
MoveRight(bool)=0,
MoveUp(bool)=1,
MoveBack(bool)=2,
MoveLeft(bool)=3,
MoveDown(bool)=4,
MoveForward(bool)=5,
Jump(bool)=6,
Zoom(bool)=7,
MoveMouse(glam::IVec2)=64,
Reset=100,
Idle=127,
//Idle: there were no input events, but the simulation is safe to advance to this timestep //Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want //for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation. //to be 1 instruction ahead to generate the next state for interpolation.
@ -1887,4 +1902,4 @@ fn already_inside_hit_nothing(){
Planar64Vec3::int(0,1,0), Planar64Vec3::int(0,1,0),
Time::ZERO Time::ZERO
),None); ),None);
} }

View File

@ -87,72 +87,60 @@ loop{
BLOCK_DEMO_HEADER: BLOCK_DEMO_HEADER:
//timeline of loading maps, player equipment, bots //timeline of loading maps, player equipment, bots
*/ */
struct PhysicsInputInstructionDeltaState{ struct InputInstructionDeltaState{
mouse_pos:glam::IVec2, mouse_pos:glam::IVec2,
time:crate::integer::Time, time:crate::integer::Time,
} }
//everything must be 4 byte aligned, it's all going to be compressed so don't think too had about saving less than 4 bytes //everything must be 4 byte aligned, it's all going to be compressed so don't think too had about saving less than 4 bytes
//8B - 24B //8B - 12B
fn write_input_instruction<W:std::io::Write>(state:&mut PhysicsInputInstructionDeltaState,w:&mut W,ins:&crate::instruction::TimedInstruction<crate::physics::PhysicsInputInstruction>){ //TODO: Omit (mouse only?) instructions that don't surround an actual physics instruction
fn write_input_instruction<W:std::io::Write>(state:&mut InputInstructionDeltaState,w:&mut W,ins:&crate::instruction::TimedInstruction<crate::physics::InputInstruction>){
let dt=ins.time-state.time; let dt=ins.time-state.time;
//TODO: insert idle instruction if gap is over u32 nanoseconds //TODO: insert idle instruction if gap is over u32 nanoseconds
//OR: end the data block! the full state at the start of the next block will contain an absolute timestamp //OR: end the data block! the full state at the start of the next block will contain an absolute timestamp
w.write(&(dt.nanos() as u32).to_le_bytes());//4B w.write(&(dt.nanos() as u32).to_le_bytes());//4B
let parity=match &ins.instruction{ let parity=match &ins.instruction{
crate::physics::PhysicsInputInstruction::SetMoveRight(true) crate::physics::InputInstruction::MoveRight(true)
|crate::physics::PhysicsInputInstruction::SetMoveUp(true) |crate::physics::InputInstruction::MoveUp(true)
|crate::physics::PhysicsInputInstruction::SetMoveBack(true) |crate::physics::InputInstruction::MoveBack(true)
|crate::physics::PhysicsInputInstruction::SetMoveLeft(true) |crate::physics::InputInstruction::MoveLeft(true)
|crate::physics::PhysicsInputInstruction::SetMoveDown(true) |crate::physics::InputInstruction::MoveDown(true)
|crate::physics::PhysicsInputInstruction::SetMoveForward(true) |crate::physics::InputInstruction::MoveForward(true)
|crate::physics::PhysicsInputInstruction::SetJump(true) |crate::physics::InputInstruction::Jump(true)
|crate::physics::PhysicsInputInstruction::SetZoom(true)=>1u32<<31, |crate::physics::InputInstruction::Zoom(true)=>1u32<<31,
crate::physics::PhysicsInputInstruction::SetMoveRight(false) crate::physics::InputInstruction::MoveRight(false)
|crate::physics::PhysicsInputInstruction::SetMoveUp(false) |crate::physics::InputInstruction::MoveUp(false)
|crate::physics::PhysicsInputInstruction::SetMoveBack(false) |crate::physics::InputInstruction::MoveBack(false)
|crate::physics::PhysicsInputInstruction::SetMoveLeft(false) |crate::physics::InputInstruction::MoveLeft(false)
|crate::physics::PhysicsInputInstruction::SetMoveDown(false) |crate::physics::InputInstruction::MoveDown(false)
|crate::physics::PhysicsInputInstruction::SetMoveForward(false) |crate::physics::InputInstruction::MoveForward(false)
|crate::physics::PhysicsInputInstruction::SetJump(false) |crate::physics::InputInstruction::Jump(false)
|crate::physics::PhysicsInputInstruction::SetZoom(false) |crate::physics::InputInstruction::Zoom(false)
|crate::physics::PhysicsInputInstruction::ReplaceMouse(_,_) |crate::physics::InputInstruction::MoveMouse(_)
|crate::physics::PhysicsInputInstruction::SetNextMouse(_) |crate::physics::InputInstruction::Reset
|crate::physics::PhysicsInputInstruction::Reset |crate::physics::InputInstruction::Idle=>0u32,//TODO: don't write idle instructions
|crate::physics::PhysicsInputInstruction::Idle=>0u32,
}; };
//instruction id packed with game control parity bit. This could be 1 byte but it ruins the alignment //instruction id packed with game control parity bit. This could be 1 byte but it ruins the alignment
w.write(&(ins.instruction as u32|parity).to_le_bytes());//4B w.write(&(ins.instruction as u32|parity).to_le_bytes());//4B
match &ins.instruction{ match &ins.instruction{
crate::physics::PhysicsInputInstruction::ReplaceMouse(m0,m1)=>{//16B &crate::physics::InputInstruction::MoveMouse(m)=>{//4B
let dm0=m0.pos-state.mouse_pos; let dm=m-state.mouse_pos;
w.write(&(dm0.x as i16).to_le_bytes());
w.write(&(dm0.y as i16).to_le_bytes());
w.write(&((m0.time-ins.time).nanos() as u32).to_le_bytes());
let dm1=m1.pos-m0.pos;
w.write(&(dm1.x as i16).to_le_bytes());
w.write(&(dm1.y as i16).to_le_bytes());
w.write(&((m1.time-m0.time).nanos() as u32).to_le_bytes());
state.mouse_pos=m1.pos;
},
crate::physics::PhysicsInputInstruction::SetNextMouse(m)=>{//8B
let dm=m.pos-state.mouse_pos;
w.write(&(dm.x as i16).to_le_bytes()); w.write(&(dm.x as i16).to_le_bytes());
w.write(&(dm.y as i16).to_le_bytes()); w.write(&(dm.y as i16).to_le_bytes());
w.write(&((m.time-state.time).nanos() as u32).to_le_bytes()); state.mouse_pos=m;
state.mouse_pos=m.pos;
}, },
//0B //0B
crate::physics::PhysicsInputInstruction::SetMoveRight(_) crate::physics::InputInstruction::MoveRight(_)
|crate::physics::PhysicsInputInstruction::SetMoveUp(_) |crate::physics::InputInstruction::MoveUp(_)
|crate::physics::PhysicsInputInstruction::SetMoveBack(_) |crate::physics::InputInstruction::MoveBack(_)
|crate::physics::PhysicsInputInstruction::SetMoveLeft(_) |crate::physics::InputInstruction::MoveLeft(_)
|crate::physics::PhysicsInputInstruction::SetMoveDown(_) |crate::physics::InputInstruction::MoveDown(_)
|crate::physics::PhysicsInputInstruction::SetMoveForward(_) |crate::physics::InputInstruction::MoveForward(_)
|crate::physics::PhysicsInputInstruction::SetJump(_) |crate::physics::InputInstruction::Jump(_)
|crate::physics::PhysicsInputInstruction::SetZoom(_) |crate::physics::InputInstruction::Zoom(_)
|crate::physics::PhysicsInputInstruction::Reset |crate::physics::InputInstruction::Reset
|crate::physics::PhysicsInputInstruction::Idle=>(), |crate::physics::InputInstruction::Idle=>(),
} }
state.time=ins.time; state.time=ins.time;
} }