This commit is contained in:
Quaternions 2024-08-05 16:15:25 -07:00
parent 78d7af70a3
commit 3d0643e7cf
2 changed files with 100 additions and 56 deletions

View File

@ -1006,9 +1006,6 @@ impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsCont
}
}
impl PhysicsContext{
pub fn clear(&mut self){
self.state.clear();
}
pub const fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.state.body,
@ -1020,7 +1017,9 @@ impl PhysicsContext{
pub const fn get_next_mouse(&self)->&MouseState{
self.state.input_state.get_next_mouse()
}
fn generate_models(&mut self,map:&map::CompleteMap){
/// use with caution, this is the only non-instruction way to mess with physics
pub fn generate_models(&mut self,map:&map::CompleteMap){
self.state.clear();
self.data.modes=map.modes.clone();
for mode in &mut self.data.modes.modes{
mode.denormalize_data();
@ -1474,6 +1473,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
//the body may as well be a quantum wave function
//as far as these instruction are concerned (they don't care where it is)
PhysicsInputInstruction::SetSensitivity(..)
|PhysicsInputInstruction::Reset
|PhysicsInputInstruction::Restart
|PhysicsInputInstruction::Spawn(..)
|PhysicsInputInstruction::SetZoom(..)
@ -1535,10 +1535,13 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
state.input_state.set_control(Controls::Zoom,s);
b_refresh_walk_target=false;
},
PhysicsInputInstruction::Restart=>{
PhysicsInputInstruction::Reset=>{
//totally reset physics state
state.reset_to_default();
//spawn at start zone
b_refresh_walk_target=false;
},
PhysicsInputInstruction::Restart=>{
//teleport to start zone
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
//TODO: spawn at the bottom of the start zone plus the hitbox size
//TODO: set camera andles to face the same way as the start zone

View File

@ -16,6 +16,10 @@ pub enum InputInstruction{
MoveForward(bool),
Jump(bool),
Zoom(bool),
/// Reset: fully replace the physics state.
/// This forgets all inputs and settings which need to be reapplied.
Reset,
/// Restart: Teleport to the start zone.
Restart,
Spawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
PracticeFly,
@ -23,32 +27,42 @@ pub enum InputInstruction{
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
Resize(winit::dpi::PhysicalSize<u32>),
ChangeMap(strafesnet_common::map::CompleteMap),
//SetPaused is not an InputInstruction: the physics doesn't know that it's paused.
SetPaused(bool),
//Graphics(crate::graphics_worker::Instruction),
}
mod mouse_interpolator{
use super::*;
pub struct MouseInterpolator{
//TODO: move this or tab
pub struct MouseInterpolator<'a>{
//"PlayerController"
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,//this value is pre-transformed to simulation time
mouse_blocking:bool,
//????
bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
user_settings:crate::settings::UserSettings,
//"Simulation"
timer:Timer<Scaled>,
physics:crate::physics::PhysicsContext,
}
impl MouseInterpolator{
pub fn new(
impl MouseInterpolator<'_>{
pub fn new<'a>(
physics:crate::physics::PhysicsContext,
)->Self{
Self{
bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
user_settings:crate::settings::UserSettings,
)->MouseInterpolator<'a>{
MouseInterpolator{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
physics,
bot_worker,
user_settings,
}
}
fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
@ -99,7 +113,7 @@ impl MouseInterpolator{
//do these really need to idle the physics?
//sending None dumps the instruction queue
Instruction::ChangeMap(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>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){
@ -109,21 +123,25 @@ impl MouseInterpolator{
},
}
}
fn update_mouse_blocking(&mut self,ins:&TimedInstruction<Instruction>)->bool{
/// must check if self.mouse_blocking==true before calling!
fn unblock_mouse(&mut self,time:Time){
//push an event to extrapolate no movement from
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(time),pos:self.physics.get_next_mouse().pos}),
});
self.last_mouse_time=self.timer.time(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;
}
fn update_mouse_blocking(&mut self,time:Time)->bool{
if self.mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//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)<self.timer.time(ins.time)-self.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:self.timer.time(ins.time),pos:self.physics.get_next_mouse().pos}),
});
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;
if Time::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
self.unblock_mouse(time);
true
}else{
false
@ -131,30 +149,25 @@ 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=self.timer.time(ins.time);
self.last_mouse_time=self.timer.time(time);
true
}
}
/// returns whether or not to empty the instruction queue
fn handle_physics_input(&mut self,ins:&TimedInstruction<Instruction>,phys_input_option:Option<PhysicsInputInstruction>)->bool{
if let Some(phys_input)=phys_input_option{
//non-mouse event
self.timeline.push_back(TimedInstruction{
time:self.timer.time(ins.time),
instruction:phys_input,
});
fn handle_physics_input(&mut self,time:Time,phys_input:PhysicsInputInstruction)->bool{
//non-mouse event
self.timeline.push_back(TimedInstruction{
time:self.timer.time(time),
instruction:phys_input,
});
//this returns the bool for us
self.update_mouse_blocking(ins)
}else{
//mouse event
true
}
//this returns the bool for us
self.update_mouse_blocking(time)
}
fn empty_queue(&mut self,bot_worker:&crate::worker::QNWorker<'_,crate::bot_worker::Instruction>){
fn empty_queue(&mut self){
while let Some(instruction)=self.timeline.pop_front(){
//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
bot_worker.send(crate::bot_worker::Instruction::Push{
self.bot_worker.send(crate::bot_worker::Instruction::Push{
ins:TimedInstruction{
time:instruction.time,
instruction:instruction.instruction.clone(),
@ -163,41 +176,69 @@ impl MouseInterpolator{
self.physics.run_input_instruction(instruction);
}
}
pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>,bot_worker:&crate::worker::QNWorker<'_,crate::bot_worker::Instruction>){
let physics_input_option=self.map_instruction(ins);
let should_empty_queue=self.handle_physics_input(ins,physics_input_option);
pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
let should_empty_queue=self.map_instruction(ins)
//should empty queue defaults to true
.map_or(true,|physics_input|
//this returns whether to empty the queue based on the input
self.handle_physics_input(ins.time,physics_input)
);
if should_empty_queue{
self.empty_queue(bot_worker);
self.empty_queue();
}
}
pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
}
pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
//dump any pending interpolation state
if self.mouse_blocking{
self.unblock_mouse(time);
}
self.empty_queue();
//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
self.physics.generate_models(&map);
let simulation_time=self.timer.time(time);
//important!
//bots will not work properly without this exact restart + spawn setup
//reset the physics state to start a new run on the new map
self.handle_instruction(&TimedInstruction{
time:simulation_time,
instruction:Instruction::Input(InputInstruction::Reset),
});
//generate a spawn event so bots work properly on the first run
//no run started so does not invalidate the run
self.handle_instruction(&TimedInstruction{
time:simulation_time,
instruction:Instruction::Input(InputInstruction::Spawn(
strafesnet_common::gameplay_modes::ModeId::MAIN,
strafesnet_common::gameplay_modes::StageId::FIRST,
)),
});
}
}
}
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>>{
let mut interpolator=MouseInterpolator::new(physics);
pub fn new<'a>(
mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
user_settings:crate::settings::UserSettings,
)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
let physics=crate::physics::PhysicsContext::default();
let mut interpolator=MouseInterpolator::new(physics,bot_worker);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&ins,&bot_worker);
interpolator.handle_instruction(&ins);
match ins.instruction{
Instruction::Render=>{
let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,mouse_pos)).unwrap();
},
Instruction::Resize(size,user_settings)=>{
Instruction::Resize(size)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
Instruction::ChangeMap(map)=>{
physics.clear();
physics.generate_models(&map);
//important!
//bots will not work properly without this exact restart + spawn setup
//reset the physics state to start a new run on the new map
physics.restart();
//generate a spawn event so bots work properly on the first run
//no run started so does not invalidate the run
physics.spawn();
interpolator.change_map(ins.time,&map);
graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
},
Instruction::Input(_)=>(),