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}; #[derive(Debug)] pub enum InputInstruction{ MoveMouse(glam::IVec2), MoveRight(bool), MoveUp(bool), MoveBack(bool), MoveLeft(bool), MoveDown(bool), MoveForward(bool), Jump(bool), Zoom(bool), Restart, Spawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId), PracticeFly, } pub enum Instruction{ Input(InputInstruction), Render, Resize(winit::dpi::PhysicalSize,crate::settings::UserSettings), GenerateModels(strafesnet_common::map::CompleteMap), ClearModels, SetPaused(bool), //Graphics(crate::graphics_worker::Instruction), } pub struct MouseInterpolator{ timeline:std::collections::VecDeque>, last_mouse_time:Time,//this value is pre-transformed to simulation time mouse_blocking:bool, timer:Timer, } impl MouseInterpolator{ fn push_mouse_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction,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: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); } /// 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)->Option{ 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); } None }, &InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)), &InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)), &InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)), &InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)), &InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)), &InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)), &InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)), &InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)), &InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)), InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart), InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly), }, //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::Resize(_,_)=>Some(PhysicsInputInstruction::Idle), Instruction::Render=>Some(PhysicsInputInstruction::Idle), &Instruction::SetPaused(paused)=>{ if let Err(e)=self.timer.set_paused(ins.time,paused){ println!("Cannot pause: {e}"); } Some(PhysicsInputInstruction::Idle) }, } } fn update_mouse_blocking(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction)->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),phys_input_option:Option)->bool{ if let Some(phys_input)=phys_input_option{ //non-mouse event self.timeline.push_back(TimedInstruction{ time:self.timer.time(ins.time), instruction:phys_input, }); //this returns the bool for us self.update_mouse_blocking(physics,ins) }else{ //mouse event true } } fn empty_queue(&mut self,physics:&mut crate::physics::PhysicsContext){ while let Some(instruction)=self.timeline.pop_front(){ physics.run_input_instruction(instruction); } } fn handle_instruction(&mut self,physics:&mut crate::physics::PhysicsContext,ins:&TimedInstruction){ let physics_input_option=self.map_instruction(physics,ins); let should_empty_queue=self.handle_physics_input(physics,ins,physics_input_option); if should_empty_queue{ self.empty_queue(physics); } } } pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker)->crate::compat_worker::QNWorker>{ 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), }; crate::compat_worker::QNWorker::new(move |ins:TimedInstruction|{ interpolator.handle_instruction(&mut physics,&ins); 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(); }, Instruction::Resize(size,user_settings)=>{ graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap(); }, Instruction::GenerateModels(map)=>{ physics.generate_models(&map); //important! //bots will not work properly without this exact restart + spawn setup //reset the physics state to start a new run on the new map physics.restart(); //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(); }, Instruction::ClearModels=>{ physics.clear(); graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap(); }, _=>(), } }) }