lol idk #1

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Quaternions wants to merge 99 commits from StrafesNET/strafe-client:master into master
2 changed files with 32 additions and 13 deletions
Showing only changes of commit 85ba12ff92 - Show all commits

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@ -1,6 +1,8 @@
use crate::physics::{MouseState,PhysicsInputInstruction};
use strafesnet_common::integer::Time;
use strafesnet_common::instruction::{TimedInstruction,InstructionConsumer};
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::timer::{Scaled,Timer,TimerState};
#[derive(Debug)]
pub enum InputInstruction{
MoveMouse(glam::IVec2),
@ -22,12 +24,14 @@ pub enum Instruction{
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(strafesnet_common::map::CompleteMap),
ClearModels,
SetPaused(bool),
//Graphics(crate::graphics_worker::Instruction),
}
pub struct MouseInterpolator{
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,
last_mouse_time:Time,//this value is pre-transformed to simulation time
mouse_blocking:bool,
timer:Timer<Scaled>,
}
impl MouseInterpolator{
fn push_mouse_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
@ -35,7 +39,7 @@ impl MouseInterpolator{
//tell the game state which is living in the past about its future
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
@ -44,13 +48,13 @@ impl MouseInterpolator{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:self.last_mouse_time,pos:physics.get_next_mouse().pos},
MouseState{time:ins.time,pos:m}
MouseState{time:self.timer.time(ins.time),pos:m}
),
});
//delay physics execution until we have an interpolation target
self.mouse_blocking=true;
}
self.last_mouse_time=ins.time;
self.last_mouse_time=self.timer.time(ins.time);
}
/// returns the mapped physics input instruction
/// may or may not mutate internal state XD!
@ -58,7 +62,9 @@ impl MouseInterpolator{
match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
self.push_mouse_instruction(physics,ins,m);
if !self.timer.is_paused(){
self.push_mouse_instruction(physics,ins,m);
}
None
},
&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
@ -73,10 +79,18 @@ impl MouseInterpolator{
InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
},
//do these really need to idle the physics?
//sending None dumps the instruction queue
Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
&Instruction::SetPaused(paused)=>{
if let Err(e)=self.timer.set_paused(ins.time,paused){
println!("Cannot pause: {e}");
}
Some(PhysicsInputInstruction::Idle)
},
}
}
fn update_mouse_blocking(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->bool{
@ -85,13 +99,13 @@ impl MouseInterpolator{
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.get_next_mouse().time{
if Time::from_millis(10)<self.timer.time(ins.time)-physics.get_next_mouse().time{
//push an event to extrapolate no movement from
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.get_next_mouse().pos}),
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:physics.get_next_mouse().pos}),
});
self.last_mouse_time=ins.time;
self.last_mouse_time=self.timer.time(ins.time);
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
self.mouse_blocking=false;
true
@ -101,7 +115,7 @@ impl MouseInterpolator{
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
self.last_mouse_time=ins.time;
self.last_mouse_time=self.timer.time(ins.time);
true
}
}
@ -110,7 +124,7 @@ impl MouseInterpolator{
if let Some(phys_input)=phys_input_option{
//non-mouse event
self.timeline.push_back(TimedInstruction{
time:ins.time,
time:self.timer.time(ins.time),
instruction:phys_input,
});
@ -140,12 +154,13 @@ pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate:
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
};
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&mut physics,&ins);
match ins.instruction{
Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.get_next_mouse().pos)).unwrap();
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),interpolator.timer.time(ins.time),physics.get_next_mouse().pos)).unwrap();
},
Instruction::Resize(size,user_settings)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();

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@ -35,8 +35,12 @@ impl WindowContext<'_>{
Err(e)=>println!("Failed to load map: {e}"),
}
},
winit::event::WindowEvent::Focused(_state)=>{
winit::event::WindowEvent::Focused(state)=>{
//pause unpause
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::SetPaused(!state),
}).unwrap();
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput{