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13 Commits

Author SHA1 Message Date
ead0e33546 todo 2024-07-30 20:46:11 -07:00
b376c03bde done ish 2024-07-30 20:46:11 -07:00
d7dc08092a hehehehehe 2024-07-30 20:46:11 -07:00
d898d7cf67 wip 2024-07-30 20:46:11 -07:00
7f68fd9b21 more 2024-07-30 20:46:11 -07:00
0b8a433640 holy 2024-07-30 20:46:11 -07:00
9646804dcd aa 2024-07-30 20:46:11 -07:00
9cd72d5809 asdasdasd 2024-07-30 20:46:11 -07:00
9ecfe26a0c asd 2024-07-30 20:46:11 -07:00
fbb2ba369c redo data structures 2024-07-30 20:46:11 -07:00
d1f78b6e18 rewrite 2024-07-30 20:46:11 -07:00
8cade8134f use mem::replace where it is needed 2024-07-30 19:37:21 -07:00
3268d92d24 timers 2024-07-30 16:23:14 -07:00
13 changed files with 609 additions and 559 deletions

90
Cargo.lock generated

@ -262,9 +262,9 @@ dependencies = [
[[package]]
name = "bytemuck"
version = "1.16.3"
version = "1.16.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "102087e286b4677862ea56cf8fc58bb2cdfa8725c40ffb80fe3a008eb7f2fc83"
checksum = "b236fc92302c97ed75b38da1f4917b5cdda4984745740f153a5d3059e48d725e"
dependencies = [
"bytemuck_derive",
]
@ -294,9 +294,9 @@ checksum = "1fd0f2584146f6f2ef48085050886acf353beff7305ebd1ae69500e27c67f64b"
[[package]]
name = "bytes"
version = "1.7.1"
version = "1.6.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8318a53db07bb3f8dca91a600466bdb3f2eaadeedfdbcf02e1accbad9271ba50"
checksum = "a12916984aab3fa6e39d655a33e09c0071eb36d6ab3aea5c2d78551f1df6d952"
[[package]]
name = "calloop"
@ -326,9 +326,9 @@ dependencies = [
[[package]]
name = "cc"
version = "1.1.8"
version = "1.1.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "504bdec147f2cc13c8b57ed9401fd8a147cc66b67ad5cb241394244f2c947549"
checksum = "26a5c3fd7bfa1ce3897a3a3501d362b2d87b7f2583ebcb4a949ec25911025cbc"
dependencies = [
"jobserver",
"libc",
@ -802,9 +802,9 @@ dependencies = [
[[package]]
name = "indexmap"
version = "2.3.0"
version = "2.2.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "de3fc2e30ba82dd1b3911c8de1ffc143c74a914a14e99514d7637e3099df5ea0"
checksum = "168fb715dda47215e360912c096649d23d58bf392ac62f73919e831745e40f26"
dependencies = [
"equivalent",
"hashbrown",
@ -1040,9 +1040,9 @@ dependencies = [
[[package]]
name = "naga"
version = "22.1.0"
version = "22.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8bd5a652b6faf21496f2cfd88fc49989c8db0825d1f6746b1a71a6ede24a63ad"
checksum = "09eeccb9b50f4f7839b214aa3e08be467159506a986c18e0702170ccf720a453"
dependencies = [
"arrayvec",
"bit-set",
@ -1460,12 +1460,9 @@ checksum = "22686f4785f02a4fcc856d3b3bb19bf6c8160d103f7a99cc258bddd0251dc7f2"
[[package]]
name = "ppv-lite86"
version = "0.2.20"
version = "0.2.17"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "77957b295656769bb8ad2b6a6b09d897d94f05c41b069aede1fcdaa675eaea04"
dependencies = [
"zerocopy",
]
checksum = "5b40af805b3121feab8a3c29f04d8ad262fa8e0561883e7653e024ae4479e6de"
[[package]]
name = "presser"
@ -1677,9 +1674,9 @@ dependencies = [
[[package]]
name = "regex"
version = "1.10.6"
version = "1.10.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4219d74c6b67a3654a9fbebc4b419e22126d13d2f3c4a07ee0cb61ff79a79619"
checksum = "b91213439dad192326a0d7c6ee3955910425f441d7038e0d6933b0aec5c4517f"
dependencies = [
"aho-corasick",
"memchr",
@ -1880,7 +1877,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
[[package]]
name = "strafe-client"
version = "0.10.3"
version = "0.10.1"
dependencies = [
"bytemuck",
"configparser",
@ -1900,9 +1897,9 @@ dependencies = [
[[package]]
name = "strafesnet_bsp_loader"
version = "0.1.4"
version = "0.1.3"
source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
checksum = "b6b3e1324034abfd648e339580989f8f2c30ac2009296229349d88b8fcb4eedd"
checksum = "6d4af68c422b5f57febbaa218f44ba02d413fd25e84afff9e45e557a8caee2ce"
dependencies = [
"glam",
"strafesnet_common",
@ -1912,11 +1909,10 @@ dependencies = [
[[package]]
name = "strafesnet_common"
version = "0.3.0"
version = "0.2.0"
source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
checksum = "1077d45a0b064964906a57de765a5a2bfe47b41f2f807d13b18c70765e76d3dd"
checksum = "74580c59a09194ce39db49cd814a5c2fc2d61513c88c6b811b5b40c0da6de057"
dependencies = [
"arrayvec",
"bitflags 2.6.0",
"glam",
"id",
@ -1924,9 +1920,9 @@ dependencies = [
[[package]]
name = "strafesnet_deferred_loader"
version = "0.3.2"
version = "0.3.1"
source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
checksum = "9d5ad437524fb201fd5be68f76c53dd831e81ccad4655e19e3d1ca201863b566"
checksum = "c3891dcbdbc20b03cf561786b810e839ae7c11dd8810fd005f2474805ee9cccc"
dependencies = [
"lazy-regex",
"strafesnet_common",
@ -1935,9 +1931,9 @@ dependencies = [
[[package]]
name = "strafesnet_rbx_loader"
version = "0.3.3"
version = "0.3.2"
source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
checksum = "3a910867e1f5ab2d9cc9c178973aee7fa029547e27465e47fea2eb99b860bb81"
checksum = "21ea93b0170063dd2a063a138c41e6f7a6c14a82c6553fa4ba32df65a26efc6e"
dependencies = [
"bytemuck",
"glam",
@ -1952,9 +1948,9 @@ dependencies = [
[[package]]
name = "strafesnet_snf"
version = "0.1.3-bot"
version = "0.1.1"
source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
checksum = "69448a3ed6ab5e9886cf83a3b2358c1f05d652cde4839963cd867978b924b52b"
checksum = "78479f73437a3f10230efd2304be0f3ef30dff98c54d93613ed1621bfd6a7da6"
dependencies = [
"binrw 0.14.0",
"id",
@ -2056,9 +2052,9 @@ dependencies = [
[[package]]
name = "toml_datetime"
version = "0.6.8"
version = "0.6.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0dd7358ecb8fc2f8d014bf86f6f638ce72ba252a2c3a2572f2a795f1d23efb41"
checksum = "f8fb9f64314842840f1d940ac544da178732128f1c78c21772e876579e0da1db"
[[package]]
name = "toml_edit"
@ -2104,9 +2100,9 @@ dependencies = [
[[package]]
name = "ttf-parser"
version = "0.24.1"
version = "0.24.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5be21190ff5d38e8b4a2d3b6a3ae57f612cc39c96e83cedeaf7abc338a8bac4a"
checksum = "8686b91785aff82828ed725225925b33b4fde44c4bb15876e5f7c832724c420a"
[[package]]
name = "unicode-ident"
@ -2400,9 +2396,9 @@ dependencies = [
[[package]]
name = "wgpu"
version = "22.1.0"
version = "22.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e1d1c4ba43f80542cf63a0a6ed3134629ae73e8ab51e4b765a67f3aa062eb433"
checksum = "c87e07e87a179614940ad845397e03201847453a37b43a31a3b54eee2e6e32ce"
dependencies = [
"arrayvec",
"cfg_aliases 0.1.1",
@ -2425,9 +2421,9 @@ dependencies = [
[[package]]
name = "wgpu-core"
version = "22.1.0"
version = "22.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0348c840d1051b8e86c3bcd31206080c5e71e5933dabd79be1ce732b0b2f089a"
checksum = "e0f191908a21968991463fcf3b42cb6c9648c0fb7fa301b8fc733bc21a9ed9bd"
dependencies = [
"arrayvec",
"bit-vec",
@ -2528,11 +2524,11 @@ checksum = "ac3b87c63620426dd9b991e5ce0329eff545bccbbb34f3be09ff6fb6ab51b7b6"
[[package]]
name = "winapi-util"
version = "0.1.9"
version = "0.1.8"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "cf221c93e13a30d793f7645a0e7762c55d169dbb0a49671918a2319d289b10bb"
checksum = "4d4cc384e1e73b93bafa6fb4f1df8c41695c8a91cf9c4c64358067d15a7b6c6b"
dependencies = [
"windows-sys 0.59.0",
"windows-sys 0.52.0",
]
[[package]]
@ -2578,15 +2574,6 @@ dependencies = [
"windows-targets 0.52.6",
]
[[package]]
name = "windows-sys"
version = "0.59.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1e38bc4d79ed67fd075bcc251a1c39b32a1776bbe92e5bef1f0bf1f8c531853b"
dependencies = [
"windows-targets 0.52.6",
]
[[package]]
name = "windows-targets"
version = "0.42.2"
@ -2885,9 +2872,9 @@ checksum = "b9cc00251562a284751c9973bace760d86c0276c471b4be569fe6b068ee97a56"
[[package]]
name = "xml-rs"
version = "0.8.21"
version = "0.8.20"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "539a77ee7c0de333dcc6da69b177380a0b81e0dacfa4f7344c465a36871ee601"
checksum = "791978798f0597cfc70478424c2b4fdc2b7a8024aaff78497ef00f24ef674193"
[[package]]
name = "zerocopy"
@ -2895,7 +2882,6 @@ version = "0.7.35"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1b9b4fd18abc82b8136838da5d50bae7bdea537c574d8dc1a34ed098d6c166f0"
dependencies = [
"byteorder 1.5.0",
"zerocopy-derive",
]

@ -1,6 +1,6 @@
[package]
name = "strafe-client"
version = "0.10.3"
version = "0.10.1"
edition = "2021"
repository = "https://git.itzana.me/StrafesNET/strafe-client"
license = "Custom"
@ -23,10 +23,10 @@ id = { version = "0.1.0", registry = "strafesnet" }
parking_lot = "0.12.1"
pollster = "0.3.0"
strafesnet_bsp_loader = { version = "0.1.3", registry = "strafesnet", optional = true }
strafesnet_common = { version = "0.3.0", registry = "strafesnet" }
strafesnet_common = { version = "0.2.0", registry = "strafesnet" }
strafesnet_deferred_loader = { version = "0.3.1", features = ["legacy"], registry = "strafesnet", optional = true }
strafesnet_rbx_loader = { version = "0.3.2", registry = "strafesnet", optional = true }
strafesnet_snf = { version = "0.1.3-bot", registry = "strafesnet", optional = true }
strafesnet_snf = { version = "0.1.0", registry = "strafesnet", optional = true }
wgpu = "22.0.0"
winit = "0.30.4"

@ -1,35 +0,0 @@
use strafesnet_snf::bot::BotDebug;
pub enum Instruction{
//TODO: pass map id
Create,
//Delete,
Push{
ins:strafesnet_common::instruction::TimedInstruction<strafesnet_common::physics::Instruction>,
},
}
//a new worker is spawned on a thread
//create opens a new file
//push pushes an instruction to the file
pub struct Worker{
file:BotDebug,
}
fn date()->String{
format!("/run/media/quat/Files/Documents/Strafe Client/debug_bots_v2/{}",std::time::SystemTime::UNIX_EPOCH.elapsed().unwrap().as_nanos())
}
pub fn new<'a>(scope:&'a std::thread::Scope<'a,'_>)->crate::worker::QNWorker<'a,Instruction>{
let mut worker=Worker{
file:BotDebug::new(date()).unwrap(),
};
crate::worker::QNWorker::new(scope,move|instruction|{
match instruction{
Instruction::Create=>worker.file=BotDebug::new(date()).unwrap(),
//Instruction::Delete=>worker.file.delete().unwrap(),
Instruction::Push{ins}=>worker.file.push(ins).unwrap(),
}
})
}

@ -816,7 +816,7 @@ impl GraphicsState{
});
let camera=GraphicsCamera::default();
let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(strafesnet_common::mouse::MouseState::default()));
let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(crate::physics::MouseState::default()));
let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Camera"),
contents:bytemuck::cast_slice(&camera_uniforms),
@ -893,7 +893,7 @@ impl GraphicsState{
let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
// update rotation
let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(strafesnet_common::mouse::MouseState{pos:mouse_pos,time:predicted_time}));
let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(crate::physics::MouseState{pos:mouse_pos,time:predicted_time}));
self.staging_belt
.write_buffer(
&mut encoder,

@ -4,7 +4,8 @@ pub enum Instruction{
Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
ChangeMap(strafesnet_common::map::CompleteMap),
GenerateModels(strafesnet_common::map::CompleteMap),
ClearModels,
}
//Ideally the graphics thread worker description is:
@ -26,10 +27,12 @@ pub fn new<'a>(
let mut resize=None;
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
Instruction::ChangeMap(map)=>{
graphics.clear();
Instruction::GenerateModels(map)=>{
graphics.generate_models(&device,&queue,&map);
},
Instruction::ClearModels=>{
graphics.clear();
},
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));
}
@ -66,4 +69,4 @@ pub fn new<'a>(
}
}
})
}
}

@ -1,11 +1,11 @@
mod file;
mod setup;
mod timer;
mod window;
mod worker;
mod physics;
mod graphics;
mod settings;
mod bot_worker;
mod face_crawler;
mod compat_worker;
mod model_physics;

@ -2,10 +2,8 @@ use std::collections::{HashMap,HashSet};
use crate::model_physics::{self,PhysicsMesh,PhysicsMeshTransform,TransformedMesh,MeshQuery,PhysicsMeshId,PhysicsSubmeshId};
use strafesnet_common::bvh;
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};
@ -14,26 +12,40 @@ use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer
use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
use gameplay::ModeState;
//external influence
//this is how you influence the physics from outside
use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
//internal influence
//when the physics asks itself what happens next, this is how it's represented
#[derive(Debug)]
enum PhysicsInternalInstruction{
pub enum PhysicsInstruction {
CollisionStart(Collision),
CollisionEnd(Collision),
StrafeTick,
ReachWalkTargetVelocity,
// Water,
// Spawn(
// Option<SpawnId>,
// bool,//true = Trigger; false = teleport
// bool,//true = Force
// )
//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
Input(PhysicsInputInstruction),
SetSensitivity(Ratio64Vec2),
}
#[derive(Debug)]
enum PhysicsInstruction{
Internal(PhysicsInternalInstruction),
//InputInstructions conditionally activate RefreshWalkTarget
//(by doing what SetWalkTargetVelocity used to do and then flagging it)
Input(PhysicsInputInstruction),
pub enum PhysicsInputInstruction {
ReplaceMouse(MouseState,MouseState),
SetNextMouse(MouseState),
SetMoveRight(bool),
SetMoveUp(bool),
SetMoveBack(bool),
SetMoveLeft(bool),
SetMoveDown(bool),
SetMoveForward(bool),
SetJump(bool),
SetZoom(bool),
Reset,
Idle,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
PracticeFly,
}
#[derive(Clone,Copy,Debug,Default,Hash)]
@ -55,6 +67,32 @@ impl std::ops::Neg for Body{
}
}
//hey dumbass just use a delta
#[derive(Clone,Debug)]
pub struct MouseState {
pub pos: glam::IVec2,
pub time:Time,
}
impl Default for MouseState{
fn default() -> Self {
Self {
time:Time::ZERO,
pos:glam::IVec2::ZERO,
}
}
}
impl MouseState {
pub fn lerp(&self,target:&MouseState,time:Time)->glam::IVec2 {
let m0=self.pos.as_i64vec2();
let m1=target.pos.as_i64vec2();
//these are deltas
let t1t=(target.time-time).nanos();
let tt0=(time-self.time).nanos();
let dt=(target.time-self.time).nanos();
((m0*t1t+m1*tt0)/dt).as_ivec2()
}
}
#[derive(Clone,Debug,Default)]
pub struct InputState{
mouse:MouseState,
@ -68,8 +106,6 @@ impl InputState{
fn set_next_mouse(&mut self,next_mouse:MouseState){
//I like your functions magic language
self.mouse=std::mem::replace(&mut self.next_mouse,next_mouse);
//equivalently:
//(self.next_mouse,self.mouse)=(next_mouse,self.next_mouse.clone());
}
fn replace_mouse(&mut self,mouse:MouseState,next_mouse:MouseState){
(self.next_mouse,self.mouse)=(next_mouse,mouse);
@ -211,8 +247,8 @@ impl PhysicsModels{
&model.transform
)
}
fn model(&self,model_id:PhysicsModelId)->&PhysicsModel{
&self.models[&model_id]
fn model(&self,model_id:PhysicsModelId)->Option<&PhysicsModel>{
self.models.get(&model_id)
}
fn attr(&self,model_id:PhysicsModelId)->&PhysicsCollisionAttributes{
&self.attributes[&self.models[&model_id].attr_id]
@ -520,13 +556,13 @@ impl MoveState{
=>None,
}
}
fn next_move_instruction(&self,strafe:&Option<gameplay_style::StrafeSettings>,time:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
fn next_move_instruction(&self,strafe:&Option<gameplay_style::StrafeSettings>,time:Time)->Option<TimedInstruction<PhysicsInstruction>>{
//check if you have a valid walk state and create an instruction
match self{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.target{
&TransientAcceleration::Reachable{acceleration:_,time}=>Some(TimedInstruction{
time,
instruction:PhysicsInternalInstruction::ReachWalkTargetVelocity
instruction:PhysicsInstruction::ReachWalkTargetVelocity
}),
TransientAcceleration::Unreachable{acceleration:_}
|TransientAcceleration::Reached
@ -536,7 +572,7 @@ impl MoveState{
TimedInstruction{
time:strafe.next_tick(time),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInternalInstruction::StrafeTick
instruction:PhysicsInstruction::StrafeTick
}
}),
MoveState::Water=>None,//TODO
@ -730,7 +766,7 @@ impl TouchingState{
}
}
}
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInternalInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
let relative_body=VirtualBody::relative(&Body::default(),body).body(time);
for contact in &self.contacts{
//detect face slide off
@ -739,7 +775,7 @@ impl TouchingState{
collector.collect(minkowski.predict_collision_face_out(&relative_body,collector.time(),contact.face_id).map(|(_face,time)|{
TimedInstruction{
time,
instruction:PhysicsInternalInstruction::CollisionEnd(
instruction:PhysicsInstruction::CollisionEnd(
Collision::Contact(ContactCollision{convex_mesh_id:contact.convex_mesh_id,face_id:contact.face_id})
),
}
@ -752,7 +788,7 @@ impl TouchingState{
collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(_face,time)|{
TimedInstruction{
time,
instruction:PhysicsInternalInstruction::CollisionEnd(
instruction:PhysicsInstruction::CollisionEnd(
Collision::Intersect(IntersectCollision{convex_mesh_id:intersect.convex_mesh_id})
),
}
@ -868,10 +904,6 @@ pub struct PhysicsState{
//gameplay_state
mode_state:ModeState,
move_state:MoveState,
//run is non optional: when you spawn in a run is created
//the run cannot be finished unless you start it by visiting
//a start zone. If you change mode, a new run is created.
run:run::Run,
}
//random collection of contextual data that doesn't belong in PhysicsState
pub struct PhysicsData{
@ -891,12 +923,11 @@ impl Default for PhysicsState{
time:Time::ZERO,
style:StyleModifiers::default(),
touching:TouchingState::default(),
move_state:MoveState::Air,
move_state: MoveState::Air,
camera:PhysicsCamera::default(),
input_state:InputState::default(),
world:WorldState{},
mode_state:ModeState::default(),
run:run::Run::new(),
}
}
}
@ -911,16 +942,15 @@ impl Default for PhysicsData{
}
}
impl PhysicsState{
impl PhysicsState {
fn clear(&mut self){
self.touching.clear();
}
fn reset_to_default(&mut self){
let mut new_state=Self::default();
new_state.camera.sensitivity=self.camera.sensitivity;
*self=new_state;
fn advance_time(&mut self, time: Time){
self.body.advance_time(time);
self.time=time;
}
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
self.move_state.next_move_instruction(&self.style.strafe,self.time)
}
//lmao idk this is convenient
@ -993,19 +1023,33 @@ pub struct PhysicsContext{
state:PhysicsState,//this captures the entire state of the physics.
data:PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
}
//the physics consumes the generic PhysicsInstruction, but can only emit the more narrow PhysicsInternalInstruction
impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
fn process_instruction(&mut self,ins:TimedInstruction<PhysicsInstruction>){
atomic_state_update(&mut self.state,&self.data,ins)
}
}
impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsContext{
impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsContext{
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
next_instruction_internal(&self.state,&self.data,time_limit)
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
literally_next_instruction_but_with_context(&self.state,&self.data,time_limit)
}
}
impl PhysicsContext{
pub fn clear(&mut self){
self.state.clear();
}
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.process_instruction(TimedInstruction{
time:self.state.time,
instruction:PhysicsInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
});
}
pub fn spawn(&mut self){
self.process_instruction(TimedInstruction{
time:self.state.time,
instruction:PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
});
}
pub const fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.state.body,
@ -1017,13 +1061,8 @@ impl PhysicsContext{
pub const fn get_next_mouse(&self)->&MouseState{
self.state.input_state.get_next_mouse()
}
/// use with caution, this is the only non-instruction way to mess with physics
pub fn generate_models(&mut self,map:&map::CompleteMap){
self.state.clear();
self.data.modes=map.modes.clone();
for mode in &mut self.data.modes.modes{
mode.denormalize_data();
}
let mut used_attributes=Vec::new();
let mut physics_attr_id_from_model_attr_id=HashMap::<CollisionAttributesId,PhysicsAttributesId>::new();
let mut used_meshes=Vec::new();
@ -1091,19 +1130,16 @@ impl PhysicsContext{
}
//tickless gaming
fn run_internal_exhaustive(&mut self,time_limit:Time){
fn run(&mut self,time_limit:Time){
//prepare is ommitted - everything is done via instructions.
while let Some(instruction)=self.next_instruction(time_limit){//collect
//process
self.process_instruction(TimedInstruction{
time:instruction.time,
instruction:PhysicsInstruction::Internal(instruction.instruction),
});
self.process_instruction(instruction);
//write hash lol
}
}
pub fn run_input_instruction(&mut self,instruction:TimedInstruction<PhysicsInputInstruction>){
self.run_internal_exhaustive(instruction.time);
self.run(instruction.time);
self.process_instruction(TimedInstruction{
time:instruction.time,
instruction:PhysicsInstruction::Input(instruction.instruction),
@ -1111,8 +1147,7 @@ impl PhysicsContext{
}
}
//this is the one who asks
fn next_instruction_internal(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
fn literally_next_instruction_but_with_context(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
//JUST POLLING!!! NO MUTATION
let mut collector = instruction::InstructionCollector::new(time_limit);
@ -1124,18 +1159,17 @@ impl PhysicsContext{
let mut aabb=aabb::Aabb::default();
state.body.grow_aabb(&mut aabb,state.time,collector.time());
aabb.inflate(data.hitbox_mesh.halfsize);
//relative to moving platforms
//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
let relative_body=&state.body;
//common body
let relative_body=VirtualBody::relative(&Body::default(),&state.body).body(state.time);
data.bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
//no checks are needed because of the time limits.
let model_mesh=data.models.mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_in(relative_body,collector.time())
collector.collect(minkowski.predict_collision_in(&relative_body,collector.time())
//temp (?) code to avoid collision loops
.map_or(None,|(face,time)|if time<=state.time{None}else{Some((face,time))})
.map_or(None,|(face,time)|if time==state.time{None}else{Some((face,time))})
.map(|(face,time)|{
TimedInstruction{time,instruction:PhysicsInternalInstruction::CollisionStart(match data.models.attr(convex_mesh_id.model_id){
TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(match data.models.attr(convex_mesh_id.model_id){
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>Collision::Contact(ContactCollision{convex_mesh_id,face_id:face}),
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>Collision::Intersect(IntersectCollision{convex_mesh_id}),
})}
@ -1206,7 +1240,7 @@ fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,sty
MoveState::Air
}
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
let model=models.model(mode.get_spawn_model_id(stage_id)?.into());
let model=models.model(mode.get_spawn_model_id(stage_id)?.into()).unwrap();
let point=model.transform.vertex.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,models,style,hitbox_mesh,point))
}
@ -1262,8 +1296,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
}
match wormhole{
&Some(gameplay_attributes::Wormhole{destination_model})=>{
let origin_model=models.model(convex_mesh_id.model_id);
let destination_model=models.model(destination_model.into());
let origin_model=models.model(convex_mesh_id.model_id).unwrap();
let destination_model=models.model(destination_model.into()).unwrap();
//ignore the transform for now
Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin_model.transform.vertex.translation+destination_model.transform.vertex.translation))
}
@ -1271,19 +1305,27 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
}
}
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
state.time=ins.time;
let should_advance_body=match ins.instruction{
PhysicsInternalInstruction::CollisionStart(_)
|PhysicsInternalInstruction::CollisionEnd(_)
|PhysicsInternalInstruction::StrafeTick
|PhysicsInternalInstruction::ReachWalkTargetVelocity=>true,
};
if should_advance_body{
state.body.advance_time(state.time);
}
fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|PhysicsInstruction::StrafeTick=>(),
_=>println!("{}|{:?}",ins.time,ins.instruction),
}
//selectively update body
match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>state.time=ins.time,//idle simply updates time
PhysicsInstruction::Input(_)
|PhysicsInstruction::ReachWalkTargetVelocity
|PhysicsInstruction::CollisionStart(_)
|PhysicsInstruction::CollisionEnd(_)
|PhysicsInstruction::StrafeTick
|PhysicsInstruction::SetSensitivity(_)
=>state.advance_time(ins.time),
}
match ins.instruction{
PhysicsInternalInstruction::CollisionStart(collision)=>{
PhysicsInstruction::CollisionStart(collision)=>{
let convex_mesh_id=collision.convex_mesh_id();
match (data.models.attr(convex_mesh_id.model_id),&collision){
(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>{
@ -1326,10 +1368,25 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
}
match &general.booster{
Some(booster)=>{
//DELETE THIS when boosters get converted to height machines
match booster{
//&gameplay_attributes::Booster::Affine(transform)=>v=transform.transform_point3(v),
&gameplay_attributes::Booster::Velocity(velocity)=>{
let boosted_velocity=state.body.velocity+velocity;
//fall through boosters
state.cull_velocity(data,boosted_velocity);
},
&gameplay_attributes::Booster::Energy{direction: _,energy: _}=>todo!(),
}
},
None=>(),
}
if state.style.get_control(Controls::Jump,state.input_state.controls){
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,general.booster.as_ref());
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
state.cull_velocity(data,jumped_velocity);
}
}
@ -1352,36 +1409,17 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
state.apply_enum_and_input_and_body(data);
},
(PhysicsCollisionAttributes::Intersect{intersecting:_,general},Collision::Intersect(_intersect))=>{
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
state.touching.insert(collision);
//insta booster!
if let Some(booster)=&general.booster{
state.cull_velocity(data,booster.boost(state.body.velocity));
}
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(convex_mesh_id.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
state.run=run::Run::new();
},
Some(gameplay_modes::Zone::Finish)=>{
match state.run.finish(state.time){
Ok(())=>println!("@@@@ Finished run time={}",state.run.time(state.time)),
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
}
},
Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
None=>(),
}
run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
}
},
_=>panic!("invalid pair"),
}
},
PhysicsInternalInstruction::CollisionEnd(collision)=>{
PhysicsInstruction::CollisionEnd(collision)=>{
match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
(PhysicsCollisionAttributes::Contact{contacting:_,general:_},&Collision::Contact(contact))=>{
state.touching.remove(&collision);//remove contact before calling contact_constrain_acceleration
@ -1398,23 +1436,11 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
},
(PhysicsCollisionAttributes::Intersect{intersecting: _,general:_},Collision::Intersect(_))=>{
state.touching.remove(&collision);
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(collision.convex_mesh_id().model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match state.run.start(state.time){
Ok(())=>println!("@@@@ Started run"),
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
}
},
_=>(),
}
}
},
_=>panic!("invalid pair"),
}
},
PhysicsInternalInstruction::StrafeTick=>{
PhysicsInstruction::StrafeTick=>{
//TODO make this less huge
if let Some(strafe_settings)=&state.style.strafe{
let controls=state.input_state.controls;
@ -1432,7 +1458,7 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
}
}
}
PhysicsInternalInstruction::ReachWalkTargetVelocity=>{
PhysicsInstruction::ReachWalkTargetVelocity=>{
match &mut state.move_state{
MoveState::Air
|MoveState::Water
@ -1456,48 +1482,10 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
}
}
},
}
}
fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInputInstruction>){
state.time=ins.time;
let should_advance_body=match ins.instruction{
//the body may as well be a quantum wave function
//as far as these instruction are concerned (they don't care where it is)
PhysicsInputInstruction::SetSensitivity(..)
|PhysicsInputInstruction::Reset
|PhysicsInputInstruction::Restart
|PhysicsInputInstruction::Spawn(..)
|PhysicsInputInstruction::SetZoom(..)
|PhysicsInputInstruction::Idle=>false,
//these controls only update the body if you are on the ground
PhysicsInputInstruction::SetNextMouse(..)
|PhysicsInputInstruction::ReplaceMouse(..)
|PhysicsInputInstruction::SetMoveForward(..)
|PhysicsInputInstruction::SetMoveLeft(..)
|PhysicsInputInstruction::SetMoveBack(..)
|PhysicsInputInstruction::SetMoveRight(..)
|PhysicsInputInstruction::SetMoveUp(..)
|PhysicsInputInstruction::SetMoveDown(..)
|PhysicsInputInstruction::SetJump(..)=>{
match &state.move_state{
MoveState::Fly
|MoveState::Water
|MoveState::Walk(_)
|MoveState::Ladder(_)=>true,
MoveState::Air=>false,
}
},
//the body must be updated unconditionally
PhysicsInputInstruction::PracticeFly=>true,
};
if should_advance_body{
state.body.advance_time(state.time);
}
//TODO: UNTAB
PhysicsInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
PhysicsInstruction::Input(input_instruction)=>{
let mut b_refresh_walk_target=true;
match ins.instruction{
PhysicsInputInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
match input_instruction{
PhysicsInputInstruction::SetNextMouse(m)=>{
state.camera.move_mouse(state.input_state.mouse_delta());
state.input_state.set_next_mouse(m);
@ -1513,47 +1501,32 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
PhysicsInputInstruction::SetJump(s)=>{
b_refresh_walk_target=false;
state.input_state.set_control(Controls::Jump,s);
if let Some(walk_state)=state.move_state.get_walk_state(){
if let Some(jump_settings)=&state.style.jump{
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let booster_option=match data.models.attr(walk_state.contact.convex_mesh_id.model_id){
PhysicsCollisionAttributes::Contact{contacting:_,general}=>general.booster.as_ref(),
PhysicsCollisionAttributes::Intersect{..}=>None,
};
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option);
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
state.cull_velocity(&data,jumped_velocity);
}
}
b_refresh_walk_target=false;
},
PhysicsInputInstruction::SetZoom(s)=>{
state.input_state.set_control(Controls::Zoom,s);
b_refresh_walk_target=false;
},
PhysicsInputInstruction::Reset=>{
//totally reset physics state
state.reset_to_default();
b_refresh_walk_target=false;
},
PhysicsInputInstruction::Restart=>{
//teleport to start zone
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
state.mode_state.clear();
state.mode_state.set_stage_id(gameplay_modes::StageId::FIRST);
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).and_then(|mode|
//TODO: spawn at the bottom of the start zone plus the hitbox size
//TODO: set camera andles to face the same way as the start zone
data.models.model(mode.get_start().into()).transform.vertex.translation
data.models.model(mode.get_start().into()).map(|model|model.transform.vertex.translation)
).unwrap_or(Planar64Vec3::ZERO);
set_position(&mut state.body,&mut state.touching,spawn_point);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
state.set_move_state(data,MoveState::Air);
b_refresh_walk_target=false;
}
PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
//spawn at a particular stage
if let Some(mode)=data.modes.get_mode(mode_id){
teleport_to_spawn(&mut state.body,&mut state.touching,&state.style,&data.hitbox_mesh,mode,&data.models,stage_id);
}
b_refresh_walk_target=false;
},
PhysicsInputInstruction::PracticeFly=>{
match &state.move_state{
@ -1566,34 +1539,13 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
}
b_refresh_walk_target=false;
},
PhysicsInputInstruction::Idle=>{
//literally idle!
b_refresh_walk_target=false;
},
PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
}
if b_refresh_walk_target{
state.apply_input_and_body(data);
state.cull_velocity(data,state.body.velocity);
}
}
fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|PhysicsInstruction::Internal(PhysicsInternalInstruction::StrafeTick)
|PhysicsInstruction::Internal(PhysicsInternalInstruction::ReachWalkTargetVelocity)=>(),
_=>println!("{}|{:?}",ins.time,ins.instruction),
}
if ins.time<state.time{
println!("@@@@ Time travel warning! {:?}",ins);
}
//idle is special, it is specifically a no-op to get Internal events to catch up to real time
match ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>(),
PhysicsInstruction::Internal(instruction)=>atomic_internal_instruction(state,data,TimedInstruction{time:ins.time,instruction}),
PhysicsInstruction::Input(instruction)=>atomic_input_instruction(state,data,TimedInstruction{time:ins.time,instruction}),
},
}
}

@ -1,10 +1,6 @@
use strafesnet_common::mouse::MouseState;
use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
use crate::physics::{MouseState,PhysicsInputInstruction};
use strafesnet_common::integer::Time;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::timer::{Scaled,Timer,TimerState};
use mouse_interpolator::MouseInterpolator;
use strafesnet_common::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction{
MoveMouse(glam::IVec2),
@ -16,236 +12,194 @@ pub enum InputInstruction{
MoveForward(bool),
Jump(bool),
Zoom(bool),
ResetAndRestart,
ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
Reset,
PracticeFly,
}
pub enum Instruction{
Input(InputInstruction),
Passthrough(PassthroughInstruction),
Interpolate(InputInstruction),
}
pub enum PassthroughInstruction{
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),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(strafesnet_common::map::CompleteMap),
ClearModels,
//Graphics(crate::graphics_worker::Instruction),
}
mod mouse_interpolator{
use super::*;
//TODO: move this or tab
pub struct MouseInterpolator<'a>{
//"PlayerController"
user_settings:crate::settings::UserSettings,
//"MouseInterpolator"
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,//this value is pre-transformed to simulation time
mouse_blocking:bool,
//????
bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
//"Simulation"
timer:Timer<Scaled>,
physics:crate::physics::PhysicsContext,
pub struct MouseInterpolator{
queue:std::collections::VecDeque<TimedInstruction<InputInstruction>>,
}
impl MouseInterpolator<'_>{
pub fn new<'a>(
physics:crate::physics::PhysicsContext,
bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
user_settings:crate::settings::UserSettings,
)->MouseInterpolator<'a>{
MouseInterpolator{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
physics,
bot_worker,
user_settings,
}
}
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{
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);
}
fn push(&mut self,time:Time,phys_input:PhysicsInputInstruction){
//This is always a non-mouse event
self.timeline.push_back(TimedInstruction{
time:self.timer.time(time),
instruction:phys_input,
fn drain_queue(physics:&mut crate::physics::PhysicsContext,iterable:impl IntoIterator<Item=TimedInstruction<InputInstruction>>){
for ins in iterable{
let physics_input=match &ins.instruction{
InputInstruction::MoveMouse(_)=>panic!("Queue was confirmed to contain no MoveMouse events1"),
&InputInstruction::MoveForward(s)=>PhysicsInputInstruction::SetMoveForward(s),
&InputInstruction::MoveLeft(s)=>PhysicsInputInstruction::SetMoveLeft(s),
&InputInstruction::MoveBack(s)=>PhysicsInputInstruction::SetMoveBack(s),
&InputInstruction::MoveRight(s)=>PhysicsInputInstruction::SetMoveRight(s),
&InputInstruction::MoveUp(s)=>PhysicsInputInstruction::SetMoveUp(s),
&InputInstruction::MoveDown(s)=>PhysicsInputInstruction::SetMoveDown(s),
&InputInstruction::Jump(s)=>PhysicsInputInstruction::SetJump(s),
&InputInstruction::Zoom(s)=>PhysicsInputInstruction::SetZoom(s),
InputInstruction::Reset=>PhysicsInputInstruction::Reset,
InputInstruction::PracticeFly=>PhysicsInputInstruction::PracticeFly,
};
physics.run_input_instruction(TimedInstruction{
time:ins.time,
instruction:physics_input,
});
}
/// returns should_empty_queue
/// may or may not mutate internal state XD!
fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->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;
}
impl MouseInterpolator{
fn handle_instruction(&mut self,physics:&mut crate::physics::PhysicsContext,ins:TimedInstruction<InputInstruction>){
//need to handle the case where mouse polling rate is less than 100hz
//also the whole thing is probably wrong lol
let is_inserting_mouse_instruction=matches!(ins.instruction,InputInstruction::MoveMouse(_));
self.queue.push_back(ins);
//We just pushed an element.
//The first element is guaranteed to exist.
let mut iter=self.queue.iter();
//find a mouse input
'outer:loop{
match iter.next(){
Some(ins0)=>{
let physics_input=match &ins0.instruction{
&InputInstruction::MoveMouse(mut mouse0)=>{
//mouse instruction found.
//enter a new loop with different behaviour
//we have to wait for the next mouse event
//so there is a before and after interpolation target
//write down ins0.time to appease the borrow checker
let mut t0=ins0.time;
'inner:loop{
match iter.next(){
Some(ins1)=>match &ins1.instruction{
&InputInstruction::MoveMouse(mouse1)=>{
//we found two mouse events to interpolate between
let consume_count=self.queue.len()-iter.len()-1;//don't consume the mouse1 instruction
//fire off a mouse instruction
physics.run_input_instruction(TimedInstruction{
time:t0,
instruction:PhysicsInputInstruction::SetNextMouse(
MouseState{time:ins1.time,pos:mouse1}
),
});
//update inner loop state
mouse0=mouse1;
t0=ins1.time;
//drain and handle the elements from the front
std::mem::drop(iter);
let mut hot_queue=self.queue.drain(0..consume_count);
hot_queue.next();
drain_queue(physics,hot_queue);
iter=self.queue.iter();
//keep looking for another mouse instruction in the inner loop
continue 'inner;
},
_=>if Time::from_millis(10)<ins1.time-t0{
//we have passed more than 10ms of instructions and have not seen a mouse event.
let consume_count=self.queue.len()-iter.len();
//run an event to extrapolate no movement from
let last_mouse=physics.get_next_mouse();
physics.run_input_instruction(TimedInstruction{
time:last_mouse.time,
instruction:PhysicsInputInstruction::SetNextMouse(
MouseState{time:ins1.time,pos:last_mouse.pos}
),
});
//drop the iterator so we can consume the queue up to this point
std::mem::drop(iter);
//consume queue up to the scanned point
let mut hot_queue=self.queue.drain(0..consume_count);
//the first element is always the last mouse instruction (last_mouse above)
hot_queue.next();
drain_queue(physics,hot_queue);
//make a new iterator starting from the new beginning
//and continue looping like nothing happened
iter=self.queue.iter();
continue 'outer;
},
},
None=>{
if is_inserting_mouse_instruction{
//the mouse started moving again after being still for over 10ms.
//replace the entire mouse state
physics.run_input_instruction(TimedInstruction{
time:physics.get_next_mouse().time,
instruction:PhysicsInputInstruction::ReplaceMouse(
physics.get_next_mouse().clone(),
MouseState{time:t0,pos:mouse0}
),
});
}
break 'outer;
}
}
}
},
&InputInstruction::MoveForward(s)=>PhysicsInputInstruction::SetMoveForward(s),
&InputInstruction::MoveLeft(s)=>PhysicsInputInstruction::SetMoveLeft(s),
&InputInstruction::MoveBack(s)=>PhysicsInputInstruction::SetMoveBack(s),
&InputInstruction::MoveRight(s)=>PhysicsInputInstruction::SetMoveRight(s),
&InputInstruction::MoveUp(s)=>PhysicsInputInstruction::SetMoveUp(s),
&InputInstruction::MoveDown(s)=>PhysicsInputInstruction::SetMoveDown(s),
&InputInstruction::Jump(s)=>PhysicsInputInstruction::SetJump(s),
&InputInstruction::Zoom(s)=>PhysicsInputInstruction::SetZoom(s),
InputInstruction::Reset=>PhysicsInputInstruction::Reset,
InputInstruction::PracticeFly=>PhysicsInputInstruction::PracticeFly,
};
//handle each event immediately, we are not waiting for mouse
physics.run_input_instruction(TimedInstruction{
time:ins0.time,
instruction:physics_input,
});
//drop it and pop it! consume one element and continue the loop
std::mem::drop(iter);
self.queue.pop_front();
iter=self.queue.iter();
},
&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 pause: {e}");
None=>{
//if mouse0 is never found and the loop ends, we can drain the entire queue
//because we are not waiting for mouse events.
drain_queue(physics,self.queue.drain(..));
break 'outer;
}
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: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(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:Time)->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(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(){
//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
self.bot_worker.send(crate::bot_worker::Instruction::Push{
ins:TimedInstruction{
time:instruction.time,
instruction:instruction.instruction.clone(),
}
}).unwrap();
self.physics.run_input_instruction(instruction);
}
}
pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
let should_empty_queue=self.map_instruction(ins);
if should_empty_queue{
self.empty_queue();
}
}
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 change_map(&mut self,time:Time,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:self.timer.time(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>(
mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
user_settings:crate::settings::UserSettings,
bot_worker:crate::worker::QNWorker<'a,crate::bot_worker::Instruction>,
)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
let physics=crate::physics::PhysicsContext::default();
let mut interpolator=MouseInterpolator::new(
physics,
bot_worker,
user_settings
);
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{
queue:std::collections::VecDeque::new(),
};
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&ins);
match ins.instruction{
Instruction::Render=>{
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();
let passthrough_instruction=match ins.instruction{
Instruction::Passthrough(passthrough_instruction)=>passthrough_instruction,
Instruction::Interpolate(input_instruction)=>{
interpolator.handle_instruction(&mut physics,TimedInstruction{
instruction:input_instruction,
time:ins.time,
});
return;
},
Instruction::Resize(size)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,interpolator.user_settings().clone())).unwrap();
};
match passthrough_instruction{
PassthroughInstruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.get_next_mouse().pos)).unwrap();
},
Instruction::ChangeMap(map)=>{
interpolator.change_map(ins.time,&map);
graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
PassthroughInstruction::Resize(size,user_settings)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
PassthroughInstruction::GenerateModels(map)=>{
physics.generate_models(&map);
physics.spawn();
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(map)).unwrap();
},
PassthroughInstruction::ClearModels=>{
physics.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
},
Instruction::Input(_)=>(),
Instruction::SetPaused(_)=>(),
}
})
}

@ -213,17 +213,13 @@ pub fn setup_and_start(title:String){
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
std::thread::scope(|scope|{
//TODO: TAB
let window=crate::window::WindowContextSetup::new(&setup_context,&window);
//the thread that spawns the physics thread
let mut window_thread=crate::window::worker(
&window,
setup_context,
scope
);
let mut window_thread=window.into_worker(setup_context);
if let Some(arg)=std::env::args().nth(1){
let path=std::path::PathBuf::from(arg);
let args:Vec<String>=std::env::args().collect();
if args.len()==2{
let path=std::path::PathBuf::from(&args[1]);
window_thread.send(TimedInstruction{
time:integer::Time::ZERO,
instruction:WindowInstruction::WindowEvent(winit::event::WindowEvent::DroppedFile(path)),
@ -233,7 +229,6 @@ 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(

179
src/timer.rs Normal file

@ -0,0 +1,179 @@
use strafesnet_common::integer::{Time,Ratio64};
pub trait TimerState:Copy{
fn get_time(&self,time:Time)->Time;
fn set_time(&mut self,time:Time,new_time:Time);
fn get_offset(&self)->Time;
fn set_offset(&mut self,offset:Time);
}
#[derive(Clone,Copy,Debug)]
struct Scaled{
scale:Ratio64,
offset:Time,
}
impl Scaled{
fn scale(&self,time:Time)->Time{
Time::raw(self.scale.mul_int(time.get()))
}
fn get_scale(&self)->Ratio64{
self.scale
}
fn set_scale(&mut self,time:Time,new_scale:Ratio64){
let new_time=self.get_time(time);
self.scale=new_scale;
self.set_time(time,new_time);
}
}
impl TimerState for Scaled{
fn get_time(&self,time:Time)->Time{
self.scale(time)+self.offset
}
fn set_time(&mut self,time:Time,new_time:Time){
self.offset=new_time-self.scale(time);
}
fn get_offset(&self)->Time{
self.offset
}
fn set_offset(&mut self,offset:Time){
self.offset=offset;
}
}
#[derive(Clone,Copy,Debug)]
struct Realtime{
offset:Time,
}
impl TimerState for Realtime{
fn get_time(&self,time:Time)->Time{
time+self.offset
}
fn set_time(&mut self,time:Time,new_time:Time){
self.offset=new_time-time;
}
fn get_offset(&self)->Time{
self.offset
}
fn set_offset(&mut self,offset:Time){
self.offset=offset;
}
}
#[derive(Clone,Debug)]
pub struct Timer<T>{
state:T,
paused:bool,
}
impl Timer<Realtime>{
pub fn realtime(offset:Time)->Self{
Self{
state:Realtime{offset},
paused:false,
}
}
pub fn realtime_paused(offset:Time)->Self{
Self{
state:Realtime{offset},
paused:true,
}
}
}
#[derive(Debug)]
pub enum Error{
AlreadyPaused,
AlreadyUnpaused,
}
impl std::fmt::Display for Error{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
impl std::error::Error for Error{}
impl Timer<Scaled>{
pub fn scaled(scale:Ratio64,offset:Time)->Self{
Self{
state:Scaled{scale,offset},
paused:false,
}
}
pub fn scaled_paused(scale:Ratio64,offset:Time)->Self{
Self{
state:Scaled{scale,offset},
paused:true,
}
}
pub fn get_scale(&mut self)->Ratio64{
self.state.get_scale()
}
pub fn set_scale(&mut self,time:Time,new_scale:Ratio64){
self.state.set_scale(time,new_scale)
}
}
impl<T:TimerState> Timer<T>{
pub fn time(&self,time:Time)->Time{
match self.paused{
true=>self.state.get_offset(),
false=>self.state.get_time(time),
}
}
pub fn set_time(&mut self,time:Time,new_time:Time){
match self.paused{
true=>self.state.set_offset(new_time),
false=>self.state.set_time(time,new_time),
}
}
pub fn pause(&mut self,time:Time)->Result<(),Error>{
match self.paused{
true=>Err(Error::AlreadyPaused),
false=>{
let new_time=self.time(time);
self.state.set_offset(new_time);
self.paused=true;
Ok(())
},
}
}
pub fn unpause(&mut self,time:Time)->Result<(),Error>{
match self.paused{
true=>{
let new_time=self.time(time);
self.state.set_time(time,new_time);
self.paused=false;
Ok(())
},
false=>Err(Error::AlreadyUnpaused),
}
}
}
#[cfg(test)]
mod test{
use super::{Time,Timer,Error};
macro_rules! sec {
($s: expr) => {
Time::from_secs($s)
};
}
#[test]
fn test_timer()->Result<(),Error>{
//create a paused timer that reads 0s
let mut timer=Timer::realtime_paused(sec!(0));
//the paused timer at 1 second should read 0s
assert_eq!(timer.time(sec!(1)),sec!(0));
//unpause it after one second
timer.unpause(sec!(1))?;
//the timer at 6 seconds should read 5s
assert_eq!(timer.time(sec!(6)),sec!(5));
//pause the timer after 11 seconds
timer.pause(sec!(11))?;
//the paused timer at 20 seconds should read 10s
assert_eq!(timer.time(sec!(20)),sec!(10));
Ok(())
}
}

@ -13,8 +13,9 @@ pub enum WindowInstruction{
//holds thread handles to dispatch to
struct WindowContext<'a>{
manual_mouse_lock:bool,
mouse:strafesnet_common::mouse::MouseState,//std::sync::Arc<std::sync::Mutex<>>
mouse:crate::physics::MouseState,//std::sync::Arc<std::sync::Mutex<>>
screen_size:glam::UVec2,
user_settings:crate::settings::UserSettings,
window:&'a winit::window::Window,
physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
}
@ -27,16 +28,19 @@ 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::ChangeMap(map)}).unwrap(),
Ok(map)=>{
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::Passthrough(
crate::physics_worker::PassthroughInstruction::ClearModels
)}).unwrap();
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::Passthrough(
crate::physics_worker::PassthroughInstruction::GenerateModels(map)
)}).unwrap();
},
Err(e)=>println!("Failed to load map: {e}"),
}
},
winit::event::WindowEvent::Focused(state)=>{
winit::event::WindowEvent::Focused(_state)=>{
//pause unpause
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::SetPaused(!state),
}).unwrap();
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput{
@ -107,11 +111,7 @@ impl WindowContext<'_>{
"e"=>Some(InputInstruction::MoveUp(s)),
"q"=>Some(InputInstruction::MoveDown(s)),
"z"=>Some(InputInstruction::Zoom(s)),
"r"=>if s{
//mouse needs to be reset since the position is absolute
self.mouse=strafesnet_common::mouse::MouseState::default();
Some(InputInstruction::ResetAndRestart)
}else{None},
"r"=>if s{Some(InputInstruction::Reset)}else{None},
"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
_=>None,
},
@ -119,7 +119,7 @@ impl WindowContext<'_>{
}{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(input_instruction),
instruction:crate::physics_worker::Instruction::Interpolate(input_instruction),
}).unwrap();
}
},
@ -147,7 +147,7 @@ impl WindowContext<'_>{
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::MoveMouse(self.mouse.pos)),
instruction:crate::physics_worker::Instruction::Interpolate(InputInstruction::MoveMouse(self.mouse.pos)),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
@ -157,7 +157,7 @@ impl WindowContext<'_>{
if false{//self.physics.style.use_scroll{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
instruction:crate::physics_worker::Instruction::Interpolate(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
@ -165,36 +165,48 @@ impl WindowContext<'_>{
}
}
}
pub fn worker<'a>(
pub struct WindowContextSetup<'a>{
user_settings:crate::settings::UserSettings,
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
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{
let user_settings=crate::settings::read_user_settings();
let mut graphics=crate::graphics::GraphicsState::new(&setup_context.device,&setup_context.queue,&setup_context.config);
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);
graphics.load_user_settings(&user_settings);
//WindowContextSetup::into_context
Self{
user_settings,
window,
graphics,
physics,
}
}
fn into_context(self,setup_context:crate::setup::SetupContext<'a>)->WindowContext<'a>{
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
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);
let mut window_context=WindowContext{
let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
WindowContext{
manual_mouse_lock:false,
mouse:strafesnet_common::mouse::MouseState::default(),
mouse:crate::physics::MouseState::default(),
//make sure to update this!!!!!
screen_size,
window,
physics_thread:crate::physics_worker::new(
graphics_thread,
user_settings,
bot_thread,
),
};
user_settings:self.user_settings,
window:self.window,
physics_thread:crate::physics_worker::new(self.physics,graphics_thread),
}
}
//WindowContextSetup::into_worker
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);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
@ -210,7 +222,9 @@ pub fn worker<'a>(
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Resize(size)
instruction:crate::physics_worker::Instruction::Passthrough(
crate::physics_worker::PassthroughInstruction::Resize(size,window_context.user_settings.clone())
)
}
).unwrap();
}
@ -218,10 +232,13 @@ pub fn worker<'a>(
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Render
instruction:crate::physics_worker::Instruction::Passthrough(
crate::physics_worker::PassthroughInstruction::Render
)
}
).unwrap();
}
}
})
}
}

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

@ -1 +0,0 @@
mangohud ../target/release/strafe-client bhop_maps/5692124338.snfm