rewrite
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@ -50,6 +50,45 @@ pub enum InputInstruction {
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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}
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impl InputInstruction{
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pub fn id(&self)->u32{
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let parity=match self{
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crate::physics::InputInstruction::MoveRight(true)
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|crate::physics::InputInstruction::MoveUp(true)
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|crate::physics::InputInstruction::MoveBack(true)
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|crate::physics::InputInstruction::MoveLeft(true)
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|crate::physics::InputInstruction::MoveDown(true)
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|crate::physics::InputInstruction::MoveForward(true)
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|crate::physics::InputInstruction::Jump(true)
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|crate::physics::InputInstruction::Zoom(true)=>1u32<<31,
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crate::physics::InputInstruction::MoveRight(false)
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|crate::physics::InputInstruction::MoveUp(false)
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|crate::physics::InputInstruction::MoveBack(false)
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|crate::physics::InputInstruction::MoveLeft(false)
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|crate::physics::InputInstruction::MoveDown(false)
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|crate::physics::InputInstruction::MoveForward(false)
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|crate::physics::InputInstruction::Jump(false)
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|crate::physics::InputInstruction::Zoom(false)
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|crate::physics::InputInstruction::MoveMouse(_)
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|crate::physics::InputInstruction::Reset
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|crate::physics::InputInstruction::Idle=>0u32,
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};
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let id=match self{
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crate::physics::InputInstruction::MoveRight(_)=>0,
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crate::physics::InputInstruction::MoveUp(_)=>1,
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crate::physics::InputInstruction::MoveBack(_)=>2,
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crate::physics::InputInstruction::MoveLeft(_)=>3,
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crate::physics::InputInstruction::MoveDown(_)=>4,
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crate::physics::InputInstruction::MoveForward(_)=>5,
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crate::physics::InputInstruction::Jump(_)=>6,
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crate::physics::InputInstruction::Zoom(_)=>7,
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crate::physics::InputInstruction::MoveMouse(_)=>8,
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crate::physics::InputInstruction::Reset=>9,
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crate::physics::InputInstruction::Idle=>10,
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};
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id|parity
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}
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}
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#[derive(Clone,Hash)]
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pub struct Body {
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position: Planar64Vec3,//I64 where 2^32 = 1 u
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@ -87,48 +87,26 @@ loop{
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BLOCK_DEMO_HEADER:
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//timeline of loading maps, player equipment, bots
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*/
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struct InputInstructionDeltaState{
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struct InputInstructionCodecState{
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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 - 12B
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//TODO: Omit (mouse only?) instructions that don't surround an actual physics instruction
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fn write_input_instruction<W:std::io::Write>(state:&mut InputInstructionDeltaState,w:&mut W,ins:&crate::instruction::TimedInstruction<crate::physics::InputInstruction>){
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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::InputInstruction::MoveRight(true)
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|crate::physics::InputInstruction::MoveUp(true)
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|crate::physics::InputInstruction::MoveBack(true)
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|crate::physics::InputInstruction::MoveLeft(true)
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|crate::physics::InputInstruction::MoveDown(true)
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|crate::physics::InputInstruction::MoveForward(true)
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|crate::physics::InputInstruction::Jump(true)
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|crate::physics::InputInstruction::Zoom(true)=>1u32<<31,
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crate::physics::InputInstruction::MoveRight(false)
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|crate::physics::InputInstruction::MoveUp(false)
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|crate::physics::InputInstruction::MoveBack(false)
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|crate::physics::InputInstruction::MoveLeft(false)
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|crate::physics::InputInstruction::MoveDown(false)
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|crate::physics::InputInstruction::MoveForward(false)
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|crate::physics::InputInstruction::Jump(false)
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|crate::physics::InputInstruction::Zoom(false)
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|crate::physics::InputInstruction::MoveMouse(_)
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|crate::physics::InputInstruction::Reset
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|crate::physics::InputInstruction::Idle=>0u32,//TODO: don't write idle instructions
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};
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impl InputInstructionCodecState{
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pub fn encode(&mut self,ins:&crate::instruction::TimedInstruction<crate::physics::InputInstruction>)->([u8;12],usize){
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let dt=ins.time-self.time;
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self.time=ins.time;
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let mut data=[0u8;12];
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[data[0],data[1],data[2],data[3]]=(dt.nanos() as u32).to_le_bytes();//4B
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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(&(unsafe{std::mem::transmute::<crate::physics::InputInstruction,u32>(ins.instruction)}|parity).to_le_bytes());//4B
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[data[4],data[5],data[6],data[7]]=ins.instruction.id().to_le_bytes();//4B
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match &ins.instruction{
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&crate::physics::InputInstruction::MoveMouse(m)=>{//4B
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let dm=m-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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state.mouse_pos=m;
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let dm=m-self.mouse_pos;
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[data[8],data[9]]=(dm.x as i16).to_le_bytes();
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[data[10],data[11]]=(dm.y as i16).to_le_bytes();
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self.mouse_pos=m;
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(data,12)
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},
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//0B
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crate::physics::InputInstruction::MoveRight(_)
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@ -140,7 +118,17 @@ fn write_input_instruction<W:std::io::Write>(state:&mut InputInstructionDeltaSta
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|crate::physics::InputInstruction::Jump(_)
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|crate::physics::InputInstruction::Zoom(_)
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|crate::physics::InputInstruction::Reset
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|crate::physics::InputInstruction::Idle=>(),
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|crate::physics::InputInstruction::Idle=>(data,8),
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}
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}
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state.time=ins.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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//TODO: Omit (mouse only?) instructions that don't surround an actual physics instruction
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fn write_input_instruction<W:std::io::Write>(state:&mut InputInstructionCodecState,w:&mut W,ins:&crate::instruction::TimedInstruction<crate::physics::InputInstruction>)->Result<usize,std::io::Error>{
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//TODO: insert idle instruction if gap is over u32 nanoseconds
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//TODO: don't write idle instructions
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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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let (data,size)=state.encode(ins);
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w.write(&data[0..size])//8B-12B
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}
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