wip
This commit is contained in:
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0dc462a3b1
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@ -4,6 +4,7 @@ mod setup;
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mod window;
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mod window;
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mod worker;
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mod worker;
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mod physics;
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mod physics;
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mod session;
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mod graphics;
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mod graphics;
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mod settings;
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mod settings;
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mod push_solve;
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mod push_solve;
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@ -13,6 +14,7 @@ mod model_physics;
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mod model_graphics;
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mod model_graphics;
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mod physics_worker;
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mod physics_worker;
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mod graphics_worker;
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mod graphics_worker;
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mod mouse_interpolator;
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const TITLE:&'static str=concat!("Strafe Client v",env!("CARGO_PKG_VERSION"));
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const TITLE:&'static str=concat!("Strafe Client v",env!("CARGO_PKG_VERSION"));
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217
strafe-client/src/mouse_interpolator.rs
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217
strafe-client/src/mouse_interpolator.rs
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@ -0,0 +1,217 @@
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use strafesnet_common::instruction;
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use strafesnet_common::mouse::MouseState;
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use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
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use strafesnet_common::integer::Time;
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::timer::{Scaled,Timer,TimerState};
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#[derive(Debug)]
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pub enum InputInstruction{
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MoveMouse(glam::IVec2),
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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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ResetAndRestart,
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ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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PracticeFly,
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}
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pub enum Instruction{
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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(bool),
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//Graphics(crate::graphics_worker::Instruction),
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}
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pub struct MouseInterpolator{
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//"PlayerController"
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user_settings:crate::settings::UserSettings,
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//"MouseInterpolator"
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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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mouse_blocking:bool,
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//"Simulation"
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timer:Timer<Scaled>,
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}
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impl instruction::InstructionConsumer<Instruction> for MouseInterpolator{
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fn process_instruction(&mut self,ins:TimedInstruction<Instruction>){
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atomic_state_update(&mut self,ins)
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}
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}
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impl instruction::InstructionEmitter<PhysicsInputInstruction> for MouseInterpolator{
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fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInputInstruction>>{
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next_instruction_internal(&self,time_limit)
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}
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}
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impl MouseInterpolator{
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pub fn new(
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physics:crate::physics::PhysicsContext,
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user_settings:crate::settings::UserSettings,
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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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timer:Timer::from_state(Scaled::identity(),false),
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physics,
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user_settings,
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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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if self.mouse_blocking{
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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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self.last_mouse_time=self.timer.time(ins.time);
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}
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fn push(&mut self,time:Time,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>)->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: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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//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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if Time::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>){
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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:Time)->crate::graphics::FrameState{
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crate::graphics::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: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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//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:self.timer.time(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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@ -1,223 +1,4 @@
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use strafesnet_common::mouse::MouseState;
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use strafesnet_common::session::{Time as SessionTime,TimeInner as SessionTimeInner};
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use strafesnet_common::physics::{Time as PhysicsTime,TimeInner as PhysicsTimeInner,Instruction as PhysicsInputInstruction};
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::timer::{Scaled,Timer,TimerState};
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use mouse_interpolator::MouseInterpolator;
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pub struct FrameState{
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pub body:crate::physics::Body,
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pub camera:crate::physics::PhysicsCamera,
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pub time:PhysicsTime,
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}
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#[derive(Debug)]
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pub enum InputInstruction{
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MoveMouse(glam::IVec2),
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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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ResetAndRestart,
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ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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PracticeFly,
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}
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pub enum Instruction{
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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(bool),
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//Graphics(crate::graphics_worker::Instruction),
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}
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mod mouse_interpolator{
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use super::*;
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//TODO: move this or tab
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pub struct MouseInterpolator{
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//"PlayerController"
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user_settings:crate::settings::UserSettings,
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//"MouseInterpolator"
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction,PhysicsTimeInner>>,
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last_mouse_time:PhysicsTime,
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mouse_blocking:bool,
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//"Simulation"
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timer:Timer<Scaled<SessionTimeInner,PhysicsTimeInner>>,
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physics:crate::physics::PhysicsContext,
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}
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impl MouseInterpolator{
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pub fn new(
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physics:crate::physics::PhysicsContext,
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user_settings:crate::settings::UserSettings,
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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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timer:Timer::from_state(Scaled::identity(),false),
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physics,
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user_settings,
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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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if self.mouse_blocking{
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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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self.last_mouse_time=self.timer.time(ins.time);
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}
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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)),
|
|
||||||
&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 :(
|
|
||||||
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)->FrameState{
|
|
||||||
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 new<'a>(
|
pub fn new<'a>(
|
||||||
mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
|
mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
|
||||||
|
8
strafe-client/src/session.rs
Normal file
8
strafe-client/src/session.rs
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
// session represents the non-hardware state of the client.
|
||||||
|
// Ideally it is a deterministic state which is atomically updated by instructions, same as the simulation state.
|
||||||
|
|
||||||
|
pub struct SessionState{
|
||||||
|
mouse_interpolator:MouseInterpolator,
|
||||||
|
//gui:GuiState
|
||||||
|
physics:PhysicsContext,
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user