write_input_instruction
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e3eb040675
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@ -87,3 +87,72 @@ loop{
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BLOCK_DEMO_HEADER:
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BLOCK_DEMO_HEADER:
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//timeline of loading maps, player equipment, bots
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//timeline of loading maps, player equipment, bots
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*/
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*/
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struct PhysicsInputInstructionDeltaState{
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mouse_pos:glam::IVec2,
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time:crate::integer::Time,
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}
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//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
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//8B - 24B
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fn write_input_instruction<W:std::io::Write>(state:&mut PhysicsInputInstructionDeltaState,w:&mut W,ins:&crate::instruction::TimedInstruction<crate::physics::PhysicsInputInstruction>){
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let dt=ins.time-state.time;
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//TODO: insert idle instruction if gap is over u32 nanoseconds
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//OR: end the data block! the full state at the start of the next block will contain an absolute timestamp
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w.write(&(dt.nanos() as u32).to_le_bytes());//4B
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let parity=match &ins.instruction{
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crate::physics::PhysicsInputInstruction::SetMoveRight(true)
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|crate::physics::PhysicsInputInstruction::SetMoveUp(true)
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|crate::physics::PhysicsInputInstruction::SetMoveBack(true)
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|crate::physics::PhysicsInputInstruction::SetMoveLeft(true)
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|crate::physics::PhysicsInputInstruction::SetMoveDown(true)
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|crate::physics::PhysicsInputInstruction::SetMoveForward(true)
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|crate::physics::PhysicsInputInstruction::SetJump(true)
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|crate::physics::PhysicsInputInstruction::SetZoom(true)=>1u32<<31,
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crate::physics::PhysicsInputInstruction::SetMoveRight(false)
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|crate::physics::PhysicsInputInstruction::SetMoveUp(false)
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|crate::physics::PhysicsInputInstruction::SetMoveBack(false)
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|crate::physics::PhysicsInputInstruction::SetMoveLeft(false)
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|crate::physics::PhysicsInputInstruction::SetMoveDown(false)
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|crate::physics::PhysicsInputInstruction::SetMoveForward(false)
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|crate::physics::PhysicsInputInstruction::SetJump(false)
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|crate::physics::PhysicsInputInstruction::SetZoom(false)
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|crate::physics::PhysicsInputInstruction::ReplaceMouse(_,_)
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|crate::physics::PhysicsInputInstruction::SetNextMouse(_)
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|crate::physics::PhysicsInputInstruction::Reset
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|crate::physics::PhysicsInputInstruction::Idle=>0u32,
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};
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//instruction id packed with game control parity bit. This could be 1 byte but it ruins the alignment
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w.write(&(ins.instruction as u32|parity).to_le_bytes());//4B
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match &ins.instruction{
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crate::physics::PhysicsInputInstruction::ReplaceMouse(m0,m1)=>{//16B
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let dm0=m0.pos-state.mouse_pos;
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w.write(&(dm0.x as i16).to_le_bytes());
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w.write(&(dm0.y as i16).to_le_bytes());
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w.write(&((m0.time-ins.time).nanos() as u32).to_le_bytes());
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let dm1=m1.pos-m0.pos;
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w.write(&(dm1.x as i16).to_le_bytes());
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w.write(&(dm1.y as i16).to_le_bytes());
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w.write(&((m1.time-m0.time).nanos() as u32).to_le_bytes());
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state.mouse_pos=m1.pos;
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},
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crate::physics::PhysicsInputInstruction::SetNextMouse(m)=>{//8B
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let dm=m.pos-state.mouse_pos;
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w.write(&(dm.x as i16).to_le_bytes());
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w.write(&(dm.y as i16).to_le_bytes());
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w.write(&((m.time-state.time).nanos() as u32).to_le_bytes());
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state.mouse_pos=m.pos;
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},
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//0B
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crate::physics::PhysicsInputInstruction::SetMoveRight(_)
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|crate::physics::PhysicsInputInstruction::SetMoveUp(_)
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|crate::physics::PhysicsInputInstruction::SetMoveBack(_)
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|crate::physics::PhysicsInputInstruction::SetMoveLeft(_)
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|crate::physics::PhysicsInputInstruction::SetMoveDown(_)
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|crate::physics::PhysicsInputInstruction::SetMoveForward(_)
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|crate::physics::PhysicsInputInstruction::SetJump(_)
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|crate::physics::PhysicsInputInstruction::SetZoom(_)
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|crate::physics::PhysicsInputInstruction::Reset
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|crate::physics::PhysicsInputInstruction::Idle=>(),
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}
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state.time=ins.time;
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}
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