feature: creature (#38)

* build(deps): add assimp library as dependency

* feat(render): add model loading and rendering pipeline

* refactor(render): rename depth player shaders to depth model and clean up

* build: add EnTT library

* feat(entity): add ECS-based entity rendering

* feat(render): add shadow pass for entity models

* refactor(render): unify model and player rendering with single shader pipeline

* refactor(collision): convert AABB to center-half representation and migrate player data to ECS

* refactor(gameplay): add base classes Chunk and World for shared logic

* feat(gameplay): implement entity movement system with collision detection

- Add Velocity and HitBoxes components to entity
- Introduce HitboxManager for loading per-entity collision AABBs from JSON
- Create MoveSystem with per-axis collision handling
- Move get_block_aabb to base World class and add virtual get_per_tick_time
- Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration

* fix(gameplay): correct hitbox insertion in HitboxManager::load

* build: remove entt library

* refactor(gameplay): replace entt components with SparseVector for player data

Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.

* feat(render): add model ID system with concurrent lookup and namespace-based loading

- Extract `ModelID` and `Model` struct to new `model.hpp`
- Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety
- Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods
- Parse model names in `namespace:name` format to construct asset paths
- Update `load_model` to accept `string_view` and use ID-based management

* refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs

* refactor(gameplay): extract Entity base class from ClientPlayer

Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.

* feat(player): split max speed into horizontal/vertical, set spawn pos

* refactor: move movement logic into SpeedSystem and Entity components

* refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem

Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.

* refactor(gameplay): integrate model and hitbox ID system into Entity

- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]

* build: add entt library

* refactor(gameplay): rename ClientPlayer to LocalPlayer

* refactor(gameplay): separate player logic into manager and ECS components

* feat(gameplay): add entity managers and refactor to ECS components

* refactor(gameplay): replace client thread with timer-based system and add entity manager

* feat(gameplay): implement entity system with concurrent task handling and fix model loading

* feat(gameplay): add entity destruction support

* feat(entity): add client-to-server entity creation and destruction requests

Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3.

* feat(gameplay): implement entity update packets

Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates.

* feat(ai): add wander AI system with move boost

Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.

* refactor(ecs): move entity physics to tick-based systems

Update PhysicalSystem and SpeedSystem to operate on entt::registry
instead of individual components. Add TickVelocity for server creatures
so movement is calculated per tick without frame delta time. LocalPlayer
now implements its own client-side physics with collision detection.

* feat(gameplay): add server-side entity movement and AI

Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager.

* feat(gameplay): add pig wander AI and refine speed physics

* feat(server): send entity position updates to all sessions

* fix: correct velocity clamping and hitbox loading

Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities.

* feat(creatures): refine pig movement physics

Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior.

* feat(physics): implement step-up for horizontal collisions

* feat: sync entity direction and rotate models accordingly

Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.

* feat(render): interpolate entity transforms for rendering

Add RenderTransform component to smooth position/direction updates
and use it in entity and shadow passes.

* fix(server_world): send time before entity updates

* build: replace nlohmann json with rapidjson

* refactor(json): migrate from nlohmann to rapidjson

Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling.

* feat(item): add item manager with JSON asset loading

Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines.

* refactor(item): decouple items from block types

The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry.

* fix(gameplay): use inline const for static EMPTY members

Use inline const for static EMPTY members to avoid ODR and linker issues.
Add missing block_manager.hpp includes in gameplay sources.

* fix: stabilize block item registration and display

Store item names as owned strings in ItemManager, set block type
property for block items, validate item kind before placement, and
handle items without textures gracefully in inventory UI.

* feat: add pig spawn egg item

Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing.

* refactor(gameplay): update systems per entity with chunk check

Refactor server entity update flow to process entities individually,
skipping those whose chunk is not loaded. System update methods now
accept a single entity instead of iterating the full registry view,
and `ServerWorld::get_chunk_ref_count` is added to determine if an
entity's chunk is active.

* perf(render): skip entities outside loaded chunks

* feat: add --direct-enter option to skip to world scene

Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow.

* refactor(localization): switch block translations to item naming

Remove the `name_key` field from block definitions and use item-based
localization keys (`item.*.name`) for inventory display. Item data now
stores the localized name at load time.

* feat(gameplay): spawn creatures during chunk generation

Add creature spawning to chunk generation with a configurable
SpawnConfig, including a default pig spawn. Spawning occurs in
the final generation phase and registers entities through the
server world's entity manager.

Also destroy entities when their chunk is unloaded to prevent
orphaned entities and expose the entity manager from ServerWorld.

* feat(gameplay): add run mode based thread pool config

Introduce RunMode enum and thread pool sizing helpers for client,
server, and hybrid modes. Add compute pool to server world and pass
mode through server/client initialization.

* perf(server): parallelize entity update loop

Use parallel_do to process entities concurrently via the compute
pool. Switch get_all_session to a thread-safe
tbb::concurrent_vector and make ChunkEntity's ref_count atomic to
avoid data races. Also remove the debug pig spawn from world init.

* feat(creatures): animate creature walk cycles

Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse.

* fix(gameplay): make entity interpolation frame-rate independent

* perf(render): batch model rendering with instancing

Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead.

* refactor(render): build entity instance buffers once per frame

Move instance matrix upload into build_vertices and use a precomputed
instance data map for both shadow and color passes, avoiding duplicate
GPU buffer updates.

* perf(gameplay): batch entity updates into single packet

Aggregate per-entity update messages into S2CEntityUpdateBatch and
broadcast once per tick. Reuse serialized packets in several broadcast
loops to avoid repeated make_packet calls.

* fix: correct thread count and shadow projection uniform

- Add reserved client thread count to client threads in server generation calculation.
- Set projection matrix uniform only for non-shadow rendering.

* feat(ecs): add entity type separation and creature limits

Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts.

* perf(render): frustum cull entities before instance building

Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility.

* feat(audio): add ambient pig sounds

Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound.

* feat(client-entity): use snapshot history for entity interpolation

Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries.

* refactor(hitbox): move player hitbox definition to JSON asset

* feat(client_player): use snapshot interpolation for remote players

Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate.
This commit is contained in:
zhenyan121
2026-08-07 10:19:49 +08:00
committed by GitHub
parent def311c7dd
commit 236e7c0433
310 changed files with 49275 additions and 26981 deletions

481
include/rapidjson/uri.h Normal file
View File

@@ -0,0 +1,481 @@
// Tencent is pleased to support the open source community by making RapidJSON available.
//
// (C) Copyright IBM Corporation 2021
//
// Licensed under the MIT License (the "License"); you may not use this file except
// in compliance with the License. You may obtain a copy of the License at
//
// http://opensource.org/licenses/MIT
//
// Unless required by applicable law or agreed to in writing, software distributed
// under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied. See the License for the
// specific language governing permissions and limitations under the License.
#ifndef RAPIDJSON_URI_H_
#define RAPIDJSON_URI_H_
#include "internal/strfunc.h"
#if defined(__clang__)
RAPIDJSON_DIAG_PUSH
RAPIDJSON_DIAG_OFF(c++98-compat)
#elif defined(_MSC_VER)
RAPIDJSON_DIAG_OFF(4512) // assignment operator could not be generated
#endif
RAPIDJSON_NAMESPACE_BEGIN
///////////////////////////////////////////////////////////////////////////////
// GenericUri
template <typename ValueType, typename Allocator=CrtAllocator>
class GenericUri {
public:
typedef typename ValueType::Ch Ch;
#if RAPIDJSON_HAS_STDSTRING
typedef std::basic_string<Ch> String;
#endif
//! Constructors
GenericUri(Allocator* allocator = 0) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(allocator), ownAllocator_() {
}
GenericUri(const Ch* uri, SizeType len, Allocator* allocator = 0) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(allocator), ownAllocator_() {
Parse(uri, len);
}
GenericUri(const Ch* uri, Allocator* allocator = 0) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(allocator), ownAllocator_() {
Parse(uri, internal::StrLen<Ch>(uri));
}
// Use with specializations of GenericValue
template<typename T> GenericUri(const T& uri, Allocator* allocator = 0) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(allocator), ownAllocator_() {
const Ch* u = uri.template Get<const Ch*>(); // TypeHelper from document.h
Parse(u, internal::StrLen<Ch>(u));
}
#if RAPIDJSON_HAS_STDSTRING
GenericUri(const String& uri, Allocator* allocator = 0) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(allocator), ownAllocator_() {
Parse(uri.c_str(), internal::StrLen<Ch>(uri.c_str()));
}
#endif
//! Copy constructor
GenericUri(const GenericUri& rhs) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(), ownAllocator_() {
*this = rhs;
}
//! Copy constructor
GenericUri(const GenericUri& rhs, Allocator* allocator) : uri_(), base_(), scheme_(), auth_(), path_(), query_(), frag_(), allocator_(allocator), ownAllocator_() {
*this = rhs;
}
//! Destructor.
~GenericUri() {
Free();
RAPIDJSON_DELETE(ownAllocator_);
}
//! Assignment operator
GenericUri& operator=(const GenericUri& rhs) {
if (this != &rhs) {
// Do not delete ownAllocator
Free();
Allocate(rhs.GetStringLength());
auth_ = CopyPart(scheme_, rhs.scheme_, rhs.GetSchemeStringLength());
path_ = CopyPart(auth_, rhs.auth_, rhs.GetAuthStringLength());
query_ = CopyPart(path_, rhs.path_, rhs.GetPathStringLength());
frag_ = CopyPart(query_, rhs.query_, rhs.GetQueryStringLength());
base_ = CopyPart(frag_, rhs.frag_, rhs.GetFragStringLength());
uri_ = CopyPart(base_, rhs.base_, rhs.GetBaseStringLength());
CopyPart(uri_, rhs.uri_, rhs.GetStringLength());
}
return *this;
}
//! Getters
// Use with specializations of GenericValue
template<typename T> void Get(T& uri, Allocator& allocator) {
uri.template Set<const Ch*>(this->GetString(), allocator); // TypeHelper from document.h
}
const Ch* GetString() const { return uri_; }
SizeType GetStringLength() const { return uri_ == 0 ? 0 : internal::StrLen<Ch>(uri_); }
const Ch* GetBaseString() const { return base_; }
SizeType GetBaseStringLength() const { return base_ == 0 ? 0 : internal::StrLen<Ch>(base_); }
const Ch* GetSchemeString() const { return scheme_; }
SizeType GetSchemeStringLength() const { return scheme_ == 0 ? 0 : internal::StrLen<Ch>(scheme_); }
const Ch* GetAuthString() const { return auth_; }
SizeType GetAuthStringLength() const { return auth_ == 0 ? 0 : internal::StrLen<Ch>(auth_); }
const Ch* GetPathString() const { return path_; }
SizeType GetPathStringLength() const { return path_ == 0 ? 0 : internal::StrLen<Ch>(path_); }
const Ch* GetQueryString() const { return query_; }
SizeType GetQueryStringLength() const { return query_ == 0 ? 0 : internal::StrLen<Ch>(query_); }
const Ch* GetFragString() const { return frag_; }
SizeType GetFragStringLength() const { return frag_ == 0 ? 0 : internal::StrLen<Ch>(frag_); }
#if RAPIDJSON_HAS_STDSTRING
static String Get(const GenericUri& uri) { return String(uri.GetString(), uri.GetStringLength()); }
static String GetBase(const GenericUri& uri) { return String(uri.GetBaseString(), uri.GetBaseStringLength()); }
static String GetScheme(const GenericUri& uri) { return String(uri.GetSchemeString(), uri.GetSchemeStringLength()); }
static String GetAuth(const GenericUri& uri) { return String(uri.GetAuthString(), uri.GetAuthStringLength()); }
static String GetPath(const GenericUri& uri) { return String(uri.GetPathString(), uri.GetPathStringLength()); }
static String GetQuery(const GenericUri& uri) { return String(uri.GetQueryString(), uri.GetQueryStringLength()); }
static String GetFrag(const GenericUri& uri) { return String(uri.GetFragString(), uri.GetFragStringLength()); }
#endif
//! Equality operators
bool operator==(const GenericUri& rhs) const {
return Match(rhs, true);
}
bool operator!=(const GenericUri& rhs) const {
return !Match(rhs, true);
}
bool Match(const GenericUri& uri, bool full = true) const {
Ch* s1;
Ch* s2;
if (full) {
s1 = uri_;
s2 = uri.uri_;
} else {
s1 = base_;
s2 = uri.base_;
}
if (s1 == s2) return true;
if (s1 == 0 || s2 == 0) return false;
return internal::StrCmp<Ch>(s1, s2) == 0;
}
//! Resolve this URI against another (base) URI in accordance with URI resolution rules.
// See https://tools.ietf.org/html/rfc3986
// Use for resolving an id or $ref with an in-scope id.
// Returns a new GenericUri for the resolved URI.
GenericUri Resolve(const GenericUri& baseuri, Allocator* allocator = 0) {
GenericUri resuri;
resuri.allocator_ = allocator;
// Ensure enough space for combining paths
resuri.Allocate(GetStringLength() + baseuri.GetStringLength() + 1); // + 1 for joining slash
if (!(GetSchemeStringLength() == 0)) {
// Use all of this URI
resuri.auth_ = CopyPart(resuri.scheme_, scheme_, GetSchemeStringLength());
resuri.path_ = CopyPart(resuri.auth_, auth_, GetAuthStringLength());
resuri.query_ = CopyPart(resuri.path_, path_, GetPathStringLength());
resuri.frag_ = CopyPart(resuri.query_, query_, GetQueryStringLength());
resuri.RemoveDotSegments();
} else {
// Use the base scheme
resuri.auth_ = CopyPart(resuri.scheme_, baseuri.scheme_, baseuri.GetSchemeStringLength());
if (!(GetAuthStringLength() == 0)) {
// Use this auth, path, query
resuri.path_ = CopyPart(resuri.auth_, auth_, GetAuthStringLength());
resuri.query_ = CopyPart(resuri.path_, path_, GetPathStringLength());
resuri.frag_ = CopyPart(resuri.query_, query_, GetQueryStringLength());
resuri.RemoveDotSegments();
} else {
// Use the base auth
resuri.path_ = CopyPart(resuri.auth_, baseuri.auth_, baseuri.GetAuthStringLength());
if (GetPathStringLength() == 0) {
// Use the base path
resuri.query_ = CopyPart(resuri.path_, baseuri.path_, baseuri.GetPathStringLength());
if (GetQueryStringLength() == 0) {
// Use the base query
resuri.frag_ = CopyPart(resuri.query_, baseuri.query_, baseuri.GetQueryStringLength());
} else {
// Use this query
resuri.frag_ = CopyPart(resuri.query_, query_, GetQueryStringLength());
}
} else {
if (path_[0] == '/') {
// Absolute path - use all of this path
resuri.query_ = CopyPart(resuri.path_, path_, GetPathStringLength());
resuri.RemoveDotSegments();
} else {
// Relative path - append this path to base path after base path's last slash
size_t pos = 0;
if (!(baseuri.GetAuthStringLength() == 0) && baseuri.GetPathStringLength() == 0) {
resuri.path_[pos] = '/';
pos++;
}
size_t lastslashpos = baseuri.GetPathStringLength();
while (lastslashpos > 0) {
if (baseuri.path_[lastslashpos - 1] == '/') break;
lastslashpos--;
}
std::memcpy(&resuri.path_[pos], baseuri.path_, lastslashpos * sizeof(Ch));
pos += lastslashpos;
resuri.query_ = CopyPart(&resuri.path_[pos], path_, GetPathStringLength());
resuri.RemoveDotSegments();
}
// Use this query
resuri.frag_ = CopyPart(resuri.query_, query_, GetQueryStringLength());
}
}
}
// Always use this frag
resuri.base_ = CopyPart(resuri.frag_, frag_, GetFragStringLength());
// Re-constitute base_ and uri_
resuri.SetBase();
resuri.uri_ = resuri.base_ + resuri.GetBaseStringLength() + 1;
resuri.SetUri();
return resuri;
}
//! Get the allocator of this GenericUri.
Allocator& GetAllocator() { return *allocator_; }
private:
// Allocate memory for a URI
// Returns total amount allocated
std::size_t Allocate(std::size_t len) {
// Create own allocator if user did not supply.
if (!allocator_)
ownAllocator_ = allocator_ = RAPIDJSON_NEW(Allocator)();
// Allocate one block containing each part of the URI (5) plus base plus full URI, all null terminated.
// Order: scheme, auth, path, query, frag, base, uri
// Note need to set, increment, assign in 3 stages to avoid compiler warning bug.
size_t total = (3 * len + 7) * sizeof(Ch);
scheme_ = static_cast<Ch*>(allocator_->Malloc(total));
*scheme_ = '\0';
auth_ = scheme_;
auth_++;
*auth_ = '\0';
path_ = auth_;
path_++;
*path_ = '\0';
query_ = path_;
query_++;
*query_ = '\0';
frag_ = query_;
frag_++;
*frag_ = '\0';
base_ = frag_;
base_++;
*base_ = '\0';
uri_ = base_;
uri_++;
*uri_ = '\0';
return total;
}
// Free memory for a URI
void Free() {
if (scheme_) {
Allocator::Free(scheme_);
scheme_ = 0;
}
}
// Parse a URI into constituent scheme, authority, path, query, & fragment parts
// Supports URIs that match regex ^(([^:/?#]+):)?(//([^/?#]*))?([^?#]*)(\?([^#]*))?(#(.*))? as per
// https://tools.ietf.org/html/rfc3986
void Parse(const Ch* uri, std::size_t len) {
std::size_t start = 0, pos1 = 0, pos2 = 0;
Allocate(len);
// Look for scheme ([^:/?#]+):)?
if (start < len) {
while (pos1 < len) {
if (uri[pos1] == ':') break;
pos1++;
}
if (pos1 != len) {
while (pos2 < len) {
if (uri[pos2] == '/') break;
if (uri[pos2] == '?') break;
if (uri[pos2] == '#') break;
pos2++;
}
if (pos1 < pos2) {
pos1++;
std::memcpy(scheme_, &uri[start], pos1 * sizeof(Ch));
scheme_[pos1] = '\0';
start = pos1;
}
}
}
// Look for auth (//([^/?#]*))?
// Note need to set, increment, assign in 3 stages to avoid compiler warning bug.
auth_ = scheme_ + GetSchemeStringLength();
auth_++;
*auth_ = '\0';
if (start < len - 1 && uri[start] == '/' && uri[start + 1] == '/') {
pos2 = start + 2;
while (pos2 < len) {
if (uri[pos2] == '/') break;
if (uri[pos2] == '?') break;
if (uri[pos2] == '#') break;
pos2++;
}
std::memcpy(auth_, &uri[start], (pos2 - start) * sizeof(Ch));
auth_[pos2 - start] = '\0';
start = pos2;
}
// Look for path ([^?#]*)
// Note need to set, increment, assign in 3 stages to avoid compiler warning bug.
path_ = auth_ + GetAuthStringLength();
path_++;
*path_ = '\0';
if (start < len) {
pos2 = start;
while (pos2 < len) {
if (uri[pos2] == '?') break;
if (uri[pos2] == '#') break;
pos2++;
}
if (start != pos2) {
std::memcpy(path_, &uri[start], (pos2 - start) * sizeof(Ch));
path_[pos2 - start] = '\0';
if (path_[0] == '/')
RemoveDotSegments(); // absolute path - normalize
start = pos2;
}
}
// Look for query (\?([^#]*))?
// Note need to set, increment, assign in 3 stages to avoid compiler warning bug.
query_ = path_ + GetPathStringLength();
query_++;
*query_ = '\0';
if (start < len && uri[start] == '?') {
pos2 = start + 1;
while (pos2 < len) {
if (uri[pos2] == '#') break;
pos2++;
}
if (start != pos2) {
std::memcpy(query_, &uri[start], (pos2 - start) * sizeof(Ch));
query_[pos2 - start] = '\0';
start = pos2;
}
}
// Look for fragment (#(.*))?
// Note need to set, increment, assign in 3 stages to avoid compiler warning bug.
frag_ = query_ + GetQueryStringLength();
frag_++;
*frag_ = '\0';
if (start < len && uri[start] == '#') {
std::memcpy(frag_, &uri[start], (len - start) * sizeof(Ch));
frag_[len - start] = '\0';
}
// Re-constitute base_ and uri_
base_ = frag_ + GetFragStringLength() + 1;
SetBase();
uri_ = base_ + GetBaseStringLength() + 1;
SetUri();
}
// Reconstitute base
void SetBase() {
Ch* next = base_;
std::memcpy(next, scheme_, GetSchemeStringLength() * sizeof(Ch));
next+= GetSchemeStringLength();
std::memcpy(next, auth_, GetAuthStringLength() * sizeof(Ch));
next+= GetAuthStringLength();
std::memcpy(next, path_, GetPathStringLength() * sizeof(Ch));
next+= GetPathStringLength();
std::memcpy(next, query_, GetQueryStringLength() * sizeof(Ch));
next+= GetQueryStringLength();
*next = '\0';
}
// Reconstitute uri
void SetUri() {
Ch* next = uri_;
std::memcpy(next, base_, GetBaseStringLength() * sizeof(Ch));
next+= GetBaseStringLength();
std::memcpy(next, frag_, GetFragStringLength() * sizeof(Ch));
next+= GetFragStringLength();
*next = '\0';
}
// Copy a part from one GenericUri to another
// Return the pointer to the next part to be copied to
Ch* CopyPart(Ch* to, Ch* from, std::size_t len) {
RAPIDJSON_ASSERT(to != 0);
RAPIDJSON_ASSERT(from != 0);
std::memcpy(to, from, len * sizeof(Ch));
to[len] = '\0';
Ch* next = to + len + 1;
return next;
}
// Remove . and .. segments from the path_ member.
// https://tools.ietf.org/html/rfc3986
// This is done in place as we are only removing segments.
void RemoveDotSegments() {
std::size_t pathlen = GetPathStringLength();
std::size_t pathpos = 0; // Position in path_
std::size_t newpos = 0; // Position in new path_
// Loop through each segment in original path_
while (pathpos < pathlen) {
// Get next segment, bounded by '/' or end
size_t slashpos = 0;
while ((pathpos + slashpos) < pathlen) {
if (path_[pathpos + slashpos] == '/') break;
slashpos++;
}
// Check for .. and . segments
if (slashpos == 2 && path_[pathpos] == '.' && path_[pathpos + 1] == '.') {
// Backup a .. segment in the new path_
// We expect to find a previously added slash at the end or nothing
RAPIDJSON_ASSERT(newpos == 0 || path_[newpos - 1] == '/');
size_t lastslashpos = newpos;
// Make sure we don't go beyond the start segment
if (lastslashpos > 1) {
// Find the next to last slash and back up to it
lastslashpos--;
while (lastslashpos > 0) {
if (path_[lastslashpos - 1] == '/') break;
lastslashpos--;
}
// Set the new path_ position
newpos = lastslashpos;
}
} else if (slashpos == 1 && path_[pathpos] == '.') {
// Discard . segment, leaves new path_ unchanged
} else {
// Move any other kind of segment to the new path_
RAPIDJSON_ASSERT(newpos <= pathpos);
std::memmove(&path_[newpos], &path_[pathpos], slashpos * sizeof(Ch));
newpos += slashpos;
// Add slash if not at end
if ((pathpos + slashpos) < pathlen) {
path_[newpos] = '/';
newpos++;
}
}
// Move to next segment
pathpos += slashpos + 1;
}
path_[newpos] = '\0';
}
Ch* uri_; // Everything
Ch* base_; // Everything except fragment
Ch* scheme_; // Includes the :
Ch* auth_; // Includes the //
Ch* path_; // Absolute if starts with /
Ch* query_; // Includes the ?
Ch* frag_; // Includes the #
Allocator* allocator_; //!< The current allocator. It is either user-supplied or equal to ownAllocator_.
Allocator* ownAllocator_; //!< Allocator owned by this Uri.
};
//! GenericUri for Value (UTF-8, default allocator).
typedef GenericUri<Value> Uri;
RAPIDJSON_NAMESPACE_END
#if defined(__clang__)
RAPIDJSON_DIAG_POP
#endif
#endif // RAPIDJSON_URI_H_