refactor(gameplay): rename remote player types and add interpolation

This commit is contained in:
2026-06-26 22:15:31 +08:00
parent 09fc46d306
commit 18090bfd95
4 changed files with 28 additions and 17 deletions

View File

@@ -11,14 +11,15 @@
#include <tbb/concurrent_unordered_map.h>
namespace Cubed {
struct OtherPlayerInfo {
struct RemotePlayerInfo {
std::string name;
glm::vec3 pos;
glm::vec3 render_pos;
glm::vec3 target_pos;
};
struct RenderPlayerData {
struct RemotePlayerRenderData {
std::string name;
glm::vec3 pos;
glm::vec3 render_pos;
};
class ClientWorld {
@@ -45,7 +46,7 @@ public:
void receive_block_change(const BlockChangeRsp& rsp);
void receive_time(const UpdateTime& rsp);
void receive_other_player(const PlayerInfoRsp& rsp);
void receive_remote_player(const PlayerInfoRsp& rsp);
void receive_player_logout(const LogoutRsp& rsp);
int rendering_distance() const;
void rendering_distance(int rendering_distance);
@@ -59,7 +60,7 @@ public:
void request_chunk();
std::vector<glm::vec4>& planes();
const std::vector<ChunkRenderSnapshot>& render_snapshots() const;
const std::vector<RenderPlayerData>& render_player_data() const;
const std::vector<RemotePlayerRenderData>& render_player_data() const;
glm::vec3 sunlight_dir() const;
void receive_chunk(ChunkDataRsp data);
void exit();
@@ -76,7 +77,8 @@ private:
tbb::concurrent_unordered_map<ChunkPos, ClientChunk, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
using ChunkPosVector = std::vector<ChunkPos>;
using OtherPlayerHashMap = std::unordered_map<std::string, OtherPlayerInfo>;
using OtherPlayerHashMap =
std::unordered_map<std::string, RemotePlayerInfo>;
ClientPlayer m_player;
OtherPlayerHashMap m_other_players;
ChunkHashMap m_chunks;
@@ -96,7 +98,7 @@ private:
std::deque<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
std::vector<RenderPlayerData> m_render_player_data;
std::vector<RemotePlayerRenderData> m_render_player_data;
tbb::concurrent_unordered_map<std::string, Timer> m_timers;
std::atomic<bool> m_game_running{false};
std::atomic<int> m_rendering_distance{24};

View File

@@ -192,12 +192,18 @@ void ClientWorld::receive_time(const UpdateTime& rsp) {
m_day_tick = rsp.day_tick();
}
void ClientWorld::receive_other_player(const PlayerInfoRsp& rsp) {
void ClientWorld::receive_remote_player(const PlayerInfoRsp& rsp) {
{
std::lock_guard lock(m_other_players_mutex);
m_other_players[rsp.uuid()].name = rsp.name();
m_other_players[rsp.uuid()].pos =
glm::vec3{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
auto it = m_other_players.find(rsp.uuid());
if (it == m_other_players.end()) {
m_other_players.emplace(
std::piecewise_construct, std::forward_as_tuple(rsp.uuid()),
std::forward_as_tuple(rsp.name(), pos, pos));
} else {
it->second.target_pos = pos;
}
// Logger::info("Player {} pos Update", rsp.name());
}
}
@@ -509,7 +515,9 @@ void ClientWorld::update(float delta_time) {
{
std::lock_guard lock(m_other_players_mutex);
for (auto& [uuid, player] : m_other_players) {
m_render_player_data.emplace_back(player.name, player.pos);
player.render_pos =
glm::mix(player.render_pos, player.target_pos, 0.15f);
m_render_player_data.emplace_back(player.name, player.render_pos);
}
}
}
@@ -541,7 +549,8 @@ void ClientWorld::rendering_distance(int rendering_distance) {
const std::vector<ChunkRenderSnapshot>& ClientWorld::render_snapshots() const {
return m_render_snapshots;
};
const std::vector<RenderPlayerData>& ClientWorld::render_player_data() const {
const std::vector<RemotePlayerRenderData>&
ClientWorld::render_player_data() const {
return m_render_player_data;
}
std::vector<glm::vec4>& ClientWorld::planes() { return m_planes; }

View File

@@ -100,7 +100,7 @@ asio::awaitable<void> NetworkClient::read_loop() {
case to_num(PacketEnum::PLAYER_INFO_RSP): {
auto* rsp = Arena::Create<PlayerInfoRsp>(&arena);
if (decode_packet(*rsp, body_data, header)) {
m_world.receive_other_player(*rsp);
m_world.receive_remote_player(*rsp);
}
} break;
case to_num(PacketEnum::LOGOUT_RSP): {

View File

@@ -949,8 +949,8 @@ void Renderer::render_player() {
auto& players = m_world.render_player_data();
for (auto& player : players) {
m_m_mat = glm::translate(glm::mat4(1.0f),
player.pos + glm::vec3(-0.5f, 0.0f, -0.5f));
m_m_mat = glm::translate(
glm::mat4(1.0f), player.render_pos + glm::vec3(-0.5f, 0.0f, -0.5f));
m_mv_mat = m_v_mat * m_m_mat;
shader.set_loc("mv_matrix", m_mv_mat);
shader.set_loc("proj_matrix", m_p_mat);