This commit is contained in:
Quaternions 2024-08-05 14:52:17 -07:00
parent b27ad3473e
commit 78d7af70a3
6 changed files with 130 additions and 152 deletions

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@ -4,8 +4,7 @@ pub enum Instruction{
Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(strafesnet_common::map::CompleteMap),
ClearModels,
ChangeMap(strafesnet_common::map::CompleteMap),
}
//Ideally the graphics thread worker description is:
@ -27,11 +26,9 @@ pub fn new<'a>(
let mut resize=None;
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
Instruction::GenerateModels(map)=>{
graphics.generate_models(&device,&queue,&map);
},
Instruction::ClearModels=>{
Instruction::ChangeMap(map)=>{
graphics.clear();
graphics.generate_models(&device,&queue,&map);
},
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));

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@ -5,6 +5,7 @@ use strafesnet_common::map;
use strafesnet_common::run;
use strafesnet_common::aabb;
use strafesnet_common::model::{MeshId,ModelId};
use strafesnet_common::mouse::MouseState;
use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId};
use strafesnet_common::gameplay_modes::{self,StageId};
use strafesnet_common::gameplay_style::{self,StyleModifiers};
@ -1008,25 +1009,6 @@ impl PhysicsContext{
pub fn clear(&mut self){
self.state.clear();
}
//TODO: remove non-standard interfaces to process_instruction
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.run_input_instruction(TimedInstruction{
time:self.state.time,
instruction:PhysicsInputInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
});
}
pub fn restart(&mut self){
self.run_input_instruction(TimedInstruction{
time:self.state.time,
instruction:PhysicsInputInstruction::Restart,
});
}
pub fn spawn(&mut self){
self.run_input_instruction(TimedInstruction{
time:self.state.time,
instruction:PhysicsInputInstruction::Spawn(gameplay_modes::ModeId::MAIN,StageId::FIRST),
});
}
pub const fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.state.body,
@ -1038,7 +1020,7 @@ impl PhysicsContext{
pub const fn get_next_mouse(&self)->&MouseState{
self.state.input_state.get_next_mouse()
}
pub fn generate_models(&mut self,map:&map::CompleteMap){
fn generate_models(&mut self,map:&map::CompleteMap){
self.data.modes=map.modes.clone();
for mode in &mut self.data.modes.modes{
mode.denormalize_data();

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@ -1,7 +1,9 @@
use crate::physics::{MouseState,PhysicsInputInstruction};
use strafesnet_common::mouse::MouseState;
use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
use strafesnet_common::integer::Time;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::timer::{Scaled,Timer,TimerState};
use mouse_interpolator::MouseInterpolator;
#[derive(Debug)]
pub enum InputInstruction{
@ -22,19 +24,34 @@ pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(strafesnet_common::map::CompleteMap),
ClearModels,
ChangeMap(strafesnet_common::map::CompleteMap),
SetPaused(bool),
//Graphics(crate::graphics_worker::Instruction),
}
mod mouse_interpolator{
use super::*;
pub struct MouseInterpolator{
//"PlayerController"
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,//this value is pre-transformed to simulation time
mouse_blocking:bool,
//"Simulation"
timer:Timer<Scaled>,
physics:crate::physics::PhysicsContext,
}
impl MouseInterpolator{
fn push_mouse_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
pub fn new(
physics:crate::physics::PhysicsContext,
)->Self{
Self{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
physics,
}
}
fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,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{
@ -47,7 +64,7 @@ impl MouseInterpolator{
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:self.last_mouse_time,pos:physics.get_next_mouse().pos},
MouseState{time:self.last_mouse_time,pos:self.physics.get_next_mouse().pos},
MouseState{time:self.timer.time(ins.time),pos:m}
),
});
@ -58,12 +75,12 @@ impl MouseInterpolator{
}
/// returns the mapped physics input instruction
/// may or may not mutate internal state XD!
fn map_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if !self.timer.is_paused(){
self.push_mouse_instruction(physics,ins,m);
self.push_mouse_instruction(ins,m);
}
None
},
@ -81,8 +98,7 @@ impl MouseInterpolator{
},
//do these really need to idle the physics?
//sending None dumps the instruction queue
Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::ChangeMap(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
&Instruction::SetPaused(paused)=>{
@ -93,17 +109,17 @@ impl MouseInterpolator{
},
}
}
fn update_mouse_blocking(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->bool{
fn update_mouse_blocking(&mut self,ins:&TimedInstruction<Instruction>)->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)-physics.get_next_mouse().time{
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:physics.get_next_mouse().pos}),
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.
@ -120,7 +136,7 @@ impl MouseInterpolator{
}
}
/// returns whether or not to empty the instruction queue
fn handle_physics_input(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,phys_input_option:Option<PhysicsInputInstruction>)->bool{
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{
@ -129,44 +145,51 @@ impl MouseInterpolator{
});
//this returns the bool for us
self.update_mouse_blocking(physics,ins)
self.update_mouse_blocking(ins)
}else{
//mouse event
true
}
}
fn empty_queue(&mut self,physics:&mut crate::physics::PhysicsContext){
fn empty_queue(&mut self,bot_worker:&crate::worker::QNWorker<'_,crate::bot_worker::Instruction>){
while let Some(instruction)=self.timeline.pop_front(){
bot_worker.send(instruction.clone()).unwrap();
physics.run_input_instruction(instruction);
//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
bot_worker.send(crate::bot_worker::Instruction::Push{
ins:TimedInstruction{
time:instruction.time,
instruction:instruction.instruction.clone(),
}
}).unwrap();
self.physics.run_input_instruction(instruction);
}
}
fn handle_instruction(&mut self,physics:&mut crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>){
let physics_input_option=self.map_instruction(physics,ins);
let should_empty_queue=self.handle_physics_input(physics,ins,physics_input_option);
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);
if should_empty_queue{
self.empty_queue(physics);
self.empty_queue(bot_worker);
}
}
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 new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
let mut interpolator=MouseInterpolator{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
};
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);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&mut physics,&ins);
interpolator.handle_instruction(&ins,&bot_worker);
match ins.instruction{
Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),interpolator.timer.time(ins.time),physics.get_next_mouse().pos)).unwrap();
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)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
Instruction::GenerateModels(map)=>{
Instruction::ChangeMap(map)=>{
physics.clear();
physics.generate_models(&map);
//important!
//bots will not work properly without this exact restart + spawn setup
@ -175,13 +198,10 @@ pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate:
//generate a spawn event so bots work properly on the first run
//no run started so does not invalidate the run
physics.spawn();
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(map)).unwrap();
graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
},
Instruction::ClearModels=>{
physics.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
},
_=>(),
Instruction::Input(_)=>(),
Instruction::SetPaused(_)=>(),
}
})
}

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@ -213,9 +213,9 @@ pub fn setup_and_start(title:String){
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
let window=crate::window::WindowContextSetup::new(&setup_context,&window);
std::thread::scope(|scope|{
//the thread that spawns the physics thread
let mut window_thread=window.into_worker(setup_context);
let mut window_thread=crate::window::worker(&window,setup_context,scope);
if let Some(arg)=std::env::args().nth(1){
let path=std::path::PathBuf::from(arg);
@ -228,6 +228,7 @@ pub fn setup_and_start(title:String){
println!("Entering event loop...");
let root_time=std::time::Instant::now();
run_event_loop(event_loop,window_thread,root_time).unwrap();
});
}
fn run_event_loop(

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@ -28,10 +28,7 @@ impl WindowContext<'_>{
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
match crate::file::load(path.as_path()){
Ok(map)=>{
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ClearModels}).unwrap();
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::GenerateModels(map)}).unwrap();
},
Ok(map)=>self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ChangeMap(map)}).unwrap(),
Err(e)=>println!("Failed to load map: {e}"),
}
},
@ -169,50 +166,32 @@ impl WindowContext<'_>{
}
}
}
pub struct WindowContextSetup<'a>{
user_settings:crate::settings::UserSettings,
window:&'a winit::window::Window,
physics:crate::physics::PhysicsContext,
graphics:crate::graphics::GraphicsState,
}
impl<'a> WindowContextSetup<'a>{
pub fn new(context:&crate::setup::SetupContext,window:&'a winit::window::Window)->Self{
pub fn worker<'a>(window:&'a winit::window::Window,setup_context:crate::setup::SetupContext<'a>,scope:&'a std::thread::Scope<'a,'_>)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
// WindowContextSetup::new
let user_settings=crate::settings::read_user_settings();
let mut physics=crate::physics::PhysicsContext::default();
physics.load_user_settings(&user_settings);
let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue,&context.config);
let mut graphics=crate::graphics::GraphicsState::new(&setup_context.device,&setup_context.queue,&setup_context.config);
graphics.load_user_settings(&user_settings);
Self{
user_settings,
window,
graphics,
physics,
}
}
fn into_context(self,setup_context:crate::setup::SetupContext<'a>)->WindowContext<'a>{
//WindowContextSetup::into_context
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
let graphics_thread=crate::graphics_worker::new(graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
//this obviously doesn't belong here, do something about it pls
let bot_thread=crate::bot_worker::new(scope);
WindowContext{
let mut window_context=WindowContext{
manual_mouse_lock:false,
mouse:strafesnet_common::mouse::MouseState::default(),
//make sure to update this!!!!!
screen_size,
user_settings:self.user_settings,
window:self.window,
physics_thread:crate::physics_worker::new(self.physics,graphics_thread),
}
}
user_settings,
window,
physics_thread:crate::physics_worker::new(physics,graphics_thread,bot_thread),
};
pub fn into_worker(self,setup_context:crate::setup::SetupContext<'a>)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
let mut window_context=self.into_context(setup_context);
//WindowContextSetup::into_worker
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
@ -243,4 +222,3 @@ impl<'a> WindowContextSetup<'a>{
}
})
}
}

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@ -190,7 +190,7 @@ mod test{
for _ in 0..5 {
let task = instruction::TimedInstruction{
time:integer::Time::ZERO,
instruction:physics::PhysicsInputInstruction::Idle,
instruction:strafesnet_common::physics::Instruction::Idle,
};
worker.send(task).unwrap();
}
@ -204,7 +204,7 @@ mod test{
// Send a new task
let task = instruction::TimedInstruction{
time:integer::Time::ZERO,
instruction:physics::PhysicsInputInstruction::Idle,
instruction:strafesnet_common::physics::Instruction::Idle,
};
worker.send(task).unwrap();