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@ -3,6 +3,9 @@ use strafesnet_common::physics::{Instruction as PhysicsInputInstruction,Time as
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use strafesnet_common::session::{Time as SessionTime,TimeInner as SessionTimeInner};
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use strafesnet_common::session::{Time as SessionTime,TimeInner as SessionTimeInner};
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use strafesnet_common::instruction::{self,TimedInstruction};
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use strafesnet_common::instruction::{self,TimedInstruction};
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type TimedPhysicsInstruction=TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>;
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type TimedInterpolatorInstruction=TimedInstruction<Instruction,SessionTimeInner>;
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#[derive(Debug)]
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#[derive(Debug)]
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pub enum InputInstruction{
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pub enum InputInstruction{
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MoveMouse(glam::IVec2),
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MoveMouse(glam::IVec2),
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@ -17,195 +20,35 @@ pub enum InputInstruction{
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ResetAndRestart,
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ResetAndRestart,
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ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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PracticeFly,
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PracticeFly,
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Idle,
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}
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}
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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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Resize(winit::dpi::PhysicalSize<u32>),
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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 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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pub struct MouseInterpolator{
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pub struct MouseInterpolator{
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>>,
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timeline:std::collections::VecDeque<>,
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last_mouse_time:PhysicsTime,
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mouse_blocking:bool,
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}
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}
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impl instruction::InstructionConsumer for MouseInterpolator{
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impl instruction::InstructionConsumer for MouseInterpolator{
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type Instruction=Instruction;
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type Instruction=Instruction;
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type TimeInner=SessionTimeInner;
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type TimeInner=SessionTimeInner;
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fn process_instruction(&mut self,ins:TimedInstruction<Instruction,SessionTimeInner>){
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fn process_instruction(&mut self,ins:TimedInterpolatorInstruction){
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self.atomic_state_update(ins)
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self.process_instruction(ins)
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}
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}
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// InstructionEmitter does not make sense for MouseInterpolator, because it can emit multiple instructions.
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impl instruction::InstructionEmitter for MouseInterpolator{
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type Instruction=PhysicsInputInstruction;
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type TimeInner=PhysicsTimeInner;
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fn next_instruction(&self,time_limit:PhysicsTime)->Option<TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>>{
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self.next_instruction_internal(time_limit)
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}
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}
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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()->MouseInterpolator{
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pub fn new()->MouseInterpolator{
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MouseInterpolator{
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MouseInterpolator{
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mouse_blocking:true,
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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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}
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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,SessionTimeInner>,m:glam::IVec2){
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pub fn process_instruction(&mut self,ins:TimedInterpolatorInstruction){
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if self.mouse_blocking{
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// new input
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//tell the game state which is living in the past about its future
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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:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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self.timeline.push_front(TimedInstruction{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:self.last_mouse_time,pos:self.physics.get_next_mouse().pos},
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MouseState{time:self.timer.time(ins.time),pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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self.mouse_blocking=true;
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}
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}
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self.last_mouse_time=self.timer.time(ins.time);
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pub fn pop_next_instruction(&mut self)->Option<TimedPhysicsInstruction>{
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}
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// read state and potentially do work to determine the next instruction
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fn push(&mut self,time:SessionTime,phys_input:PhysicsInputInstruction){
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//This is always a non-mouse event
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self.timeline.push_back(TimedInstruction{
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time:self.timer.time(time),
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instruction:phys_input,
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});
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}
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/// returns should_empty_queue
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/// may or may not mutate internal state XD!
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fn map_instruction(&mut self,ins:&TimedInstruction<Instruction,SessionTimeInner>)->bool{
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let mut update_mouse_blocking=true;
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match &ins.instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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if !self.timer.is_paused(){
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self.push_mouse_instruction(ins,m);
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}
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update_mouse_blocking=false;
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},
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&InputInstruction::MoveForward(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>self.push(ins.time,PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>self.push(ins.time,PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::ResetAndSpawn(mode_id,stage_id)=>{
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self.push(ins.time,PhysicsInputInstruction::Reset);
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self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
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self.push(ins.time,PhysicsInputInstruction::Spawn(mode_id,stage_id));
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},
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InputInstruction::ResetAndRestart=>{
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self.push(ins.time,PhysicsInputInstruction::Reset);
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self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
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self.push(ins.time,PhysicsInputInstruction::Restart);
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},
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InputInstruction::PracticeFly=>self.push(ins.time,PhysicsInputInstruction::PracticeFly),
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},
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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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Instruction::ChangeMap(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
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Instruction::Resize(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
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Instruction::Render=>self.push(ins.time,PhysicsInputInstruction::Idle),
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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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println!("Cannot SetPaused: {e}");
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}
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self.push(ins.time,PhysicsInputInstruction::Idle);
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},
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}
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if update_mouse_blocking{
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//this returns the bool for us
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self.update_mouse_blocking(ins.time)
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}else{
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//do flush that queue
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true
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}
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}
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/// must check if self.mouse_blocking==true before calling!
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fn unblock_mouse(&mut self,time:SessionTime){
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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:SessionTime)->bool{
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if self.mouse_blocking{
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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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//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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// No, it's because the event loop thread is busy running physics.
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if PhysicsTime::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
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self.unblock_mouse(time);
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true
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}else{
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false
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}
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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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//that the mouse was not moving when the mouse starts moving again
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self.last_mouse_time=self.timer.time(time);
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true
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}
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}
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fn empty_queue(&mut self){
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while let Some(instruction)=self.timeline.pop_front(){
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self.physics.run_input_instruction(instruction);
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}
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}
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pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction,SessionTimeInner>){
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let should_empty_queue=self.map_instruction(ins);
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if should_empty_queue{
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self.empty_queue();
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}
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}
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pub fn get_frame_state(&self,time:SessionTime)->crate::session::FrameState{
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crate::session::FrameState{
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body:self.physics.camera_body(),
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camera:self.physics.camera(),
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time:self.timer.time(time),
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}
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}
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pub fn change_map(&mut self,time:SessionTime,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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//use the standard input interface so the instructions are written out to bots
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self.handle_instruction(&TimedInstruction{
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time,
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instruction:Instruction::Input(InputInstruction::ResetAndSpawn(
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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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pub const fn user_settings(&self)->&crate::settings::UserSettings{
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&self.user_settings
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}
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}
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}
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}
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