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78d7af70a3
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@ -1006,9 +1006,6 @@ impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsCont
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}
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}
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}
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}
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impl PhysicsContext{
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impl PhysicsContext{
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pub fn clear(&mut self){
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self.state.clear();
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}
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pub const fn output(&self)->PhysicsOutputState{
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pub const fn output(&self)->PhysicsOutputState{
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PhysicsOutputState{
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PhysicsOutputState{
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body:self.state.body,
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body:self.state.body,
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@ -1020,7 +1017,9 @@ impl PhysicsContext{
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pub const fn get_next_mouse(&self)->&MouseState{
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pub const fn get_next_mouse(&self)->&MouseState{
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self.state.input_state.get_next_mouse()
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self.state.input_state.get_next_mouse()
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}
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}
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fn generate_models(&mut self,map:&map::CompleteMap){
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/// use with caution, this is the only non-instruction way to mess with physics
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pub fn generate_models(&mut self,map:&map::CompleteMap){
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self.state.clear();
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self.data.modes=map.modes.clone();
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self.data.modes=map.modes.clone();
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for mode in &mut self.data.modes.modes{
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for mode in &mut self.data.modes.modes{
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mode.denormalize_data();
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mode.denormalize_data();
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@ -1474,6 +1473,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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//the body may as well be a quantum wave function
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//the body may as well be a quantum wave function
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//as far as these instruction are concerned (they don't care where it is)
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//as far as these instruction are concerned (they don't care where it is)
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PhysicsInputInstruction::SetSensitivity(..)
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PhysicsInputInstruction::SetSensitivity(..)
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|PhysicsInputInstruction::Reset
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|PhysicsInputInstruction::Restart
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|PhysicsInputInstruction::Restart
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|PhysicsInputInstruction::Spawn(..)
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|PhysicsInputInstruction::Spawn(..)
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|PhysicsInputInstruction::SetZoom(..)
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|PhysicsInputInstruction::SetZoom(..)
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@ -1535,10 +1535,13 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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state.input_state.set_control(Controls::Zoom,s);
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state.input_state.set_control(Controls::Zoom,s);
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b_refresh_walk_target=false;
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b_refresh_walk_target=false;
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},
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},
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PhysicsInputInstruction::Restart=>{
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PhysicsInputInstruction::Reset=>{
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//totally reset physics state
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//totally reset physics state
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state.reset_to_default();
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state.reset_to_default();
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//spawn at start zone
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Restart=>{
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//teleport to start zone
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let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
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let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: set camera andles to face the same way as the start zone
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//TODO: set camera andles to face the same way as the start zone
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@ -16,6 +16,10 @@ pub enum InputInstruction{
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MoveForward(bool),
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MoveForward(bool),
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Jump(bool),
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Jump(bool),
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Zoom(bool),
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Zoom(bool),
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/// Reset: fully replace the physics state.
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/// This forgets all inputs and settings which need to be reapplied.
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Reset,
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/// Restart: Teleport to the start zone.
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Restart,
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Restart,
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Spawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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Spawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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PracticeFly,
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PracticeFly,
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@ -23,32 +27,42 @@ pub enum InputInstruction{
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pub enum Instruction{
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pub enum Instruction{
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Input(InputInstruction),
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Input(InputInstruction),
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Render,
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Render,
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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Resize(winit::dpi::PhysicalSize<u32>),
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ChangeMap(strafesnet_common::map::CompleteMap),
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ChangeMap(strafesnet_common::map::CompleteMap),
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//SetPaused is not an InputInstruction: the physics doesn't know that it's paused.
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SetPaused(bool),
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SetPaused(bool),
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//Graphics(crate::graphics_worker::Instruction),
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//Graphics(crate::graphics_worker::Instruction),
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}
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}
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mod mouse_interpolator{
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mod mouse_interpolator{
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use super::*;
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use super::*;
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pub struct MouseInterpolator{
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//TODO: move this or tab
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pub struct MouseInterpolator<'a>{
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//"PlayerController"
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//"PlayerController"
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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last_mouse_time:Time,//this value is pre-transformed to simulation time
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last_mouse_time:Time,//this value is pre-transformed to simulation time
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mouse_blocking:bool,
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mouse_blocking:bool,
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//????
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bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
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user_settings:crate::settings::UserSettings,
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//"Simulation"
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//"Simulation"
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timer:Timer<Scaled>,
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timer:Timer<Scaled>,
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physics:crate::physics::PhysicsContext,
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physics:crate::physics::PhysicsContext,
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}
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}
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impl MouseInterpolator{
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impl MouseInterpolator<'_>{
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pub fn new(
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pub fn new<'a>(
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physics:crate::physics::PhysicsContext,
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physics:crate::physics::PhysicsContext,
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)->Self{
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bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
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Self{
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user_settings:crate::settings::UserSettings,
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)->MouseInterpolator<'a>{
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MouseInterpolator{
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mouse_blocking:true,
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mouse_blocking:true,
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last_mouse_time:physics.get_next_mouse().time,
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last_mouse_time:physics.get_next_mouse().time,
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timeline:std::collections::VecDeque::new(),
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timeline:std::collections::VecDeque::new(),
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timer:Timer::from_state(Scaled::identity(),false),
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timer:Timer::from_state(Scaled::identity(),false),
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physics,
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physics,
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bot_worker,
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user_settings,
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}
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}
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}
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}
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fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
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fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
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@ -99,7 +113,7 @@ impl MouseInterpolator{
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//do these really need to idle the physics?
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//do these really need to idle the physics?
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//sending None dumps the instruction queue
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//sending None dumps the instruction queue
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Instruction::ChangeMap(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::ChangeMap(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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&Instruction::SetPaused(paused)=>{
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&Instruction::SetPaused(paused)=>{
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if let Err(e)=self.timer.set_paused(ins.time,paused){
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if let Err(e)=self.timer.set_paused(ins.time,paused){
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@ -109,21 +123,25 @@ impl MouseInterpolator{
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},
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},
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}
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}
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}
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}
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fn update_mouse_blocking(&mut self,ins:&TimedInstruction<Instruction>)->bool{
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/// must check if self.mouse_blocking==true before calling!
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fn unblock_mouse(&mut self,time:Time){
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//push an event to extrapolate no movement from
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self.timeline.push_front(TimedInstruction{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(time),pos:self.physics.get_next_mouse().pos}),
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});
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self.last_mouse_time=self.timer.time(time);
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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self.mouse_blocking=false;
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}
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fn update_mouse_blocking(&mut self,time:Time)->bool{
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if self.mouse_blocking{
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if self.mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<self.timer.time(ins.time)-self.physics.get_next_mouse().time{
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if Time::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
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//push an event to extrapolate no movement from
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self.unblock_mouse(time);
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self.timeline.push_front(TimedInstruction{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:self.physics.get_next_mouse().pos}),
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});
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self.last_mouse_time=self.timer.time(ins.time);
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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self.mouse_blocking=false;
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true
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true
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}else{
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}else{
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false
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false
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@ -131,30 +149,25 @@ impl MouseInterpolator{
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}else{
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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//that the mouse was not moving when the mouse starts moving again
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self.last_mouse_time=self.timer.time(ins.time);
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self.last_mouse_time=self.timer.time(time);
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true
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true
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}
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}
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}
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}
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/// returns whether or not to empty the instruction queue
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/// returns whether or not to empty the instruction queue
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fn handle_physics_input(&mut self,ins:&TimedInstruction<Instruction>,phys_input_option:Option<PhysicsInputInstruction>)->bool{
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fn handle_physics_input(&mut self,time:Time,phys_input:PhysicsInputInstruction)->bool{
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if let Some(phys_input)=phys_input_option{
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//non-mouse event
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//non-mouse event
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self.timeline.push_back(TimedInstruction{
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self.timeline.push_back(TimedInstruction{
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time:self.timer.time(ins.time),
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time:self.timer.time(time),
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instruction:phys_input,
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instruction:phys_input,
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});
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});
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//this returns the bool for us
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//this returns the bool for us
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self.update_mouse_blocking(ins)
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self.update_mouse_blocking(time)
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}else{
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//mouse event
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true
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}
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}
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}
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fn empty_queue(&mut self){
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fn empty_queue(&mut self,bot_worker:&crate::worker::QNWorker<'_,crate::bot_worker::Instruction>){
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while let Some(instruction)=self.timeline.pop_front(){
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while let Some(instruction)=self.timeline.pop_front(){
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//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
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//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
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bot_worker.send(crate::bot_worker::Instruction::Push{
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self.bot_worker.send(crate::bot_worker::Instruction::Push{
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ins:TimedInstruction{
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ins:TimedInstruction{
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time:instruction.time,
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time:instruction.time,
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instruction:instruction.instruction.clone(),
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instruction:instruction.instruction.clone(),
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@ -163,41 +176,69 @@ impl MouseInterpolator{
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self.physics.run_input_instruction(instruction);
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self.physics.run_input_instruction(instruction);
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}
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}
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}
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}
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pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>,bot_worker:&crate::worker::QNWorker<'_,crate::bot_worker::Instruction>){
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pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
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let physics_input_option=self.map_instruction(ins);
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let should_empty_queue=self.map_instruction(ins)
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let should_empty_queue=self.handle_physics_input(ins,physics_input_option);
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//should empty queue defaults to true
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.map_or(true,|physics_input|
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//this returns whether to empty the queue based on the input
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self.handle_physics_input(ins.time,physics_input)
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);
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if should_empty_queue{
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if should_empty_queue{
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self.empty_queue(bot_worker);
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self.empty_queue();
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}
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}
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}
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}
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pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
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pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
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(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
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(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
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}
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}
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pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
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//dump any pending interpolation state
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if self.mouse_blocking{
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self.unblock_mouse(time);
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}
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self.empty_queue();
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//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
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self.physics.generate_models(&map);
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let simulation_time=self.timer.time(time);
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//important!
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//bots will not work properly without this exact restart + spawn setup
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//reset the physics state to start a new run on the new map
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self.handle_instruction(&TimedInstruction{
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time:simulation_time,
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instruction:Instruction::Input(InputInstruction::Reset),
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});
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//generate a spawn event so bots work properly on the first run
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//no run started so does not invalidate the run
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self.handle_instruction(&TimedInstruction{
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time:simulation_time,
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instruction:Instruction::Input(InputInstruction::Spawn(
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strafesnet_common::gameplay_modes::ModeId::MAIN,
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strafesnet_common::gameplay_modes::StageId::FIRST,
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)),
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});
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}
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}
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}
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}
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}
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pub fn new<'a>(physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
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pub fn new<'a>(
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let mut interpolator=MouseInterpolator::new(physics);
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mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
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bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
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user_settings:crate::settings::UserSettings,
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)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
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let physics=crate::physics::PhysicsContext::default();
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let mut interpolator=MouseInterpolator::new(physics,bot_worker);
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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interpolator.handle_instruction(&ins,&bot_worker);
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interpolator.handle_instruction(&ins);
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match ins.instruction{
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match ins.instruction{
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Instruction::Render=>{
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Instruction::Render=>{
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let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
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let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,mouse_pos)).unwrap();
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,mouse_pos)).unwrap();
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},
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},
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Instruction::Resize(size,user_settings)=>{
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Instruction::Resize(size)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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},
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},
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Instruction::ChangeMap(map)=>{
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Instruction::ChangeMap(map)=>{
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physics.clear();
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interpolator.change_map(ins.time,&map);
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physics.generate_models(&map);
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//important!
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//bots will not work properly without this exact restart + spawn setup
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//reset the physics state to start a new run on the new map
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physics.restart();
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//generate a spawn event so bots work properly on the first run
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//no run started so does not invalidate the run
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physics.spawn();
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graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
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graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
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},
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},
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Instruction::Input(_)=>(),
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Instruction::Input(_)=>(),
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