work
This commit is contained in:
parent
b6206d52c8
commit
0a3d965bb6
@ -3,6 +3,9 @@ use strafesnet_common::physics::{Instruction as PhysicsInputInstruction,Time as
|
||||
use strafesnet_common::session::{Time as SessionTime,TimeInner as SessionTimeInner};
|
||||
use strafesnet_common::instruction::{self,TimedInstruction};
|
||||
|
||||
type TimedPhysicsInstruction=TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>;
|
||||
type TimedInterpolatorInstruction=TimedInstruction<Instruction,SessionTimeInner>;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum InputInstruction{
|
||||
MoveMouse(glam::IVec2),
|
||||
@ -17,195 +20,35 @@ pub enum InputInstruction{
|
||||
ResetAndRestart,
|
||||
ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
|
||||
PracticeFly,
|
||||
Idle,
|
||||
}
|
||||
pub enum Instruction{
|
||||
Input(InputInstruction),
|
||||
Render,
|
||||
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),
|
||||
}
|
||||
|
||||
pub struct MouseInterpolator{
|
||||
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>>,
|
||||
last_mouse_time:PhysicsTime,
|
||||
mouse_blocking:bool,
|
||||
timeline:std::collections::VecDeque<>,
|
||||
}
|
||||
impl instruction::InstructionConsumer for MouseInterpolator{
|
||||
type Instruction=Instruction;
|
||||
type TimeInner=SessionTimeInner;
|
||||
fn process_instruction(&mut self,ins:TimedInstruction<Instruction,SessionTimeInner>){
|
||||
self.atomic_state_update(ins)
|
||||
}
|
||||
}
|
||||
// InstructionEmitter does not make sense for MouseInterpolator, because it can emit multiple instructions.
|
||||
impl instruction::InstructionEmitter for MouseInterpolator{
|
||||
type Instruction=PhysicsInputInstruction;
|
||||
type TimeInner=PhysicsTimeInner;
|
||||
fn next_instruction(&self,time_limit:PhysicsTime)->Option<TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>>{
|
||||
self.next_instruction_internal(time_limit)
|
||||
fn process_instruction(&mut self,ins:TimedInterpolatorInstruction){
|
||||
self.process_instruction(ins)
|
||||
}
|
||||
}
|
||||
impl MouseInterpolator{
|
||||
pub fn new()->MouseInterpolator{
|
||||
MouseInterpolator{
|
||||
mouse_blocking:true,
|
||||
last_mouse_time:physics.get_next_mouse().time,
|
||||
timeline:std::collections::VecDeque::new(),
|
||||
}
|
||||
}
|
||||
fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction,SessionTimeInner>,m:glam::IVec2){
|
||||
if self.mouse_blocking{
|
||||
//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:self.timer.time(ins.time),pos:m}),
|
||||
});
|
||||
}else{
|
||||
//mouse has just started moving again after being still for longer than 10ms.
|
||||
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
|
||||
self.timeline.push_front(TimedInstruction{
|
||||
time:self.last_mouse_time,
|
||||
instruction:PhysicsInputInstruction::ReplaceMouse(
|
||||
MouseState{time:self.last_mouse_time,pos:self.physics.get_next_mouse().pos},
|
||||
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=self.timer.time(ins.time);
|
||||
pub fn process_instruction(&mut self,ins:TimedInterpolatorInstruction){
|
||||
// new input
|
||||
}
|
||||
fn push(&mut self,time:SessionTime,phys_input:PhysicsInputInstruction){
|
||||
//This is always a non-mouse event
|
||||
self.timeline.push_back(TimedInstruction{
|
||||
time:self.timer.time(time),
|
||||
instruction:phys_input,
|
||||
});
|
||||
}
|
||||
/// returns should_empty_queue
|
||||
/// may or may not mutate internal state XD!
|
||||
fn map_instruction(&mut self,ins:&TimedInstruction<Instruction,SessionTimeInner>)->bool{
|
||||
let mut update_mouse_blocking=true;
|
||||
match &ins.instruction{
|
||||
Instruction::Input(input_instruction)=>match input_instruction{
|
||||
&InputInstruction::MoveMouse(m)=>{
|
||||
if !self.timer.is_paused(){
|
||||
self.push_mouse_instruction(ins,m);
|
||||
}
|
||||
update_mouse_blocking=false;
|
||||
},
|
||||
&InputInstruction::MoveForward(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveForward(s)),
|
||||
&InputInstruction::MoveLeft(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveLeft(s)),
|
||||
&InputInstruction::MoveBack(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveBack(s)),
|
||||
&InputInstruction::MoveRight(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveRight(s)),
|
||||
&InputInstruction::MoveUp(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveUp(s)),
|
||||
&InputInstruction::MoveDown(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveDown(s)),
|
||||
&InputInstruction::Jump(s)=>self.push(ins.time,PhysicsInputInstruction::SetJump(s)),
|
||||
&InputInstruction::Zoom(s)=>self.push(ins.time,PhysicsInputInstruction::SetZoom(s)),
|
||||
&InputInstruction::ResetAndSpawn(mode_id,stage_id)=>{
|
||||
self.push(ins.time,PhysicsInputInstruction::Reset);
|
||||
self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
|
||||
self.push(ins.time,PhysicsInputInstruction::Spawn(mode_id,stage_id));
|
||||
},
|
||||
InputInstruction::ResetAndRestart=>{
|
||||
self.push(ins.time,PhysicsInputInstruction::Reset);
|
||||
self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
|
||||
self.push(ins.time,PhysicsInputInstruction::Restart);
|
||||
},
|
||||
InputInstruction::PracticeFly=>self.push(ins.time,PhysicsInputInstruction::PracticeFly),
|
||||
},
|
||||
//do these really need to idle the physics?
|
||||
//sending None dumps the instruction queue
|
||||
Instruction::ChangeMap(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
|
||||
Instruction::Resize(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
|
||||
Instruction::Render=>self.push(ins.time,PhysicsInputInstruction::Idle),
|
||||
&Instruction::SetPaused(paused)=>{
|
||||
if let Err(e)=self.timer.set_paused(ins.time,paused){
|
||||
println!("Cannot SetPaused: {e}");
|
||||
}
|
||||
self.push(ins.time,PhysicsInputInstruction::Idle);
|
||||
},
|
||||
}
|
||||
if update_mouse_blocking{
|
||||
//this returns the bool for us
|
||||
self.update_mouse_blocking(ins.time)
|
||||
}else{
|
||||
//do flush that queue
|
||||
true
|
||||
}
|
||||
}
|
||||
/// must check if self.mouse_blocking==true before calling!
|
||||
fn unblock_mouse(&mut self,time:SessionTime){
|
||||
//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:SessionTime)->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 :(
|
||||
// No, it's because the event loop thread is busy running physics.
|
||||
if PhysicsTime::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
|
||||
self.unblock_mouse(time);
|
||||
true
|
||||
}else{
|
||||
false
|
||||
}
|
||||
}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(time);
|
||||
true
|
||||
}
|
||||
}
|
||||
fn empty_queue(&mut self){
|
||||
while let Some(instruction)=self.timeline.pop_front(){
|
||||
self.physics.run_input_instruction(instruction);
|
||||
}
|
||||
}
|
||||
pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction,SessionTimeInner>){
|
||||
let should_empty_queue=self.map_instruction(ins);
|
||||
if should_empty_queue{
|
||||
self.empty_queue();
|
||||
}
|
||||
}
|
||||
pub fn get_frame_state(&self,time:SessionTime)->crate::session::FrameState{
|
||||
crate::session::FrameState{
|
||||
body:self.physics.camera_body(),
|
||||
camera:self.physics.camera(),
|
||||
time:self.timer.time(time),
|
||||
}
|
||||
}
|
||||
pub fn change_map(&mut self,time:SessionTime,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);
|
||||
|
||||
//use the standard input interface so the instructions are written out to bots
|
||||
self.handle_instruction(&TimedInstruction{
|
||||
time,
|
||||
instruction:Instruction::Input(InputInstruction::ResetAndSpawn(
|
||||
strafesnet_common::gameplay_modes::ModeId::MAIN,
|
||||
strafesnet_common::gameplay_modes::StageId::FIRST,
|
||||
)),
|
||||
});
|
||||
}
|
||||
pub const fn user_settings(&self)->&crate::settings::UserSettings{
|
||||
&self.user_settings
|
||||
pub fn pop_next_instruction(&mut self)->Option<TimedPhysicsInstruction>{
|
||||
// read state and potentially do work to determine the next instruction
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user