mirror of
https://github.com/zhenyan121/Cubed.git
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feature: multiplayer (#25)
* build: add asio library * feat(dev_panel): add Asio to about table * refactor(gameplay): split Chunk into server/client variants and add networking * feat(gameplay): add Session class and UUID generation utility * feat(network): integrate protobuf for player sync and session management Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld. * refactor(proto): restructure protobuf definitions and update build system * feat(protocol): add packet serialization and login handling Introduce packet header and ID mapping for protobuf messages. Refactor session and server_world to use new packet wrapper. Fix missing semicolons in proto files. * refactor(packet): serialize directly into packet buffer with ByteSizeLong * feat(world): add player-based chunk loading and UUID support Restructure world generation to trigger chunk loading based on player movement. Replace player name with UUID for identification. Implement chunk request/response protocol. Improve thread management for gen thread. * feat(server): add block change packet handling and increase reserved threads * refactor(server): enhance thread safety and session management * fix(session): catch std::exception in read_loop and log error * fix(network-server): stop accept loop on shutdown flag * fix(gameplay): correct unknown error log condition and missing chunk pos update * feat(client): add client-side chunk, player, world and network classes * feat(client-chunk): add greedy meshing, receive_chunk, and biome field * feat(client_player): add name constructor param, remove chunk transition * feat(gameplay): integrate network client and thread-safe player pos * feat(gameplay): add block change sync and coordinate utils * refactor(server): replace Chunk with ServerChunk * refactor(gameplay): split world into client and server Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly. * feat(gameplay): add time sync and network improvements * fix: correct neighbor block indexing and add time update support * feat(gameplay): optimize chunk request with player chunk tracking Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity. * refactor(client_world): split pending queue into data and upload queues * feat(client): add center-based chunk loading priority * feat(app): add client/server CLI arguments and init guards * feat(multiplayer): add rendering of other players as colored cubes * feat(gameplay): add thread pool for asynchronous chunk data processing * feat(gameplay): add player logout and disconnect handling * fix(dev_panel): add protobuf to about table libraries * build: add ZLIB dependency * refactor(packet): replace zlib with zstd compression and restructure header Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module. * refactor(network): extract packet header decoding into function * feat(packet): implement zstd compression and refactor packet decoding * perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads. * refactor(gameplay): use steady clock and sleep_until for tick loop timing * refactor(gameplay): rename remote player types and add interpolation * refactor(server_world): use thread pool for chunk request handling * refactor(packet): replace if-constexpr chain with explicit template specializations Refactor `get_packet_id()` by removing the if-constexpr chain and instead providing explicit specializations for each packet type. This simplifies the primary template (which now only contains a static assertion) and improves compile-time dispatch clarity. The `always_false` helper is no longer needed in the primary template. * feat(gameplay): add packet to clear all chunks on server rebuild Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate. * feat(dev_panel): split world tab; add chunk request logging and fix flag reset * feat(tools): add RecentQueue to replace std::deque in server_world * feat(gameplay): add task ID to chunk requests to discard stale responses * refactor(block): move block source to gameplay directory * feat(toml): add shared TOML utilities and handle ip.toml * feat: add player name configuration and rename config file - Add --player command-line argument and 'player' field in Arguments struct - Rename ip.toml to server.toml and corresponding internal variable to 'server' - Fix block.cpp source path in CMakeLists.txt * build(cmake): modularize build configuration * fix: build fail on windows * refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG * refactor(world): rework chunk state machine and player chunk tracking Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging. * fix(server): ensure chunk is ready before sending or setting block * refactor(server_world): separate gen and net thread pools Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools. * feat(client_world): implement server exit acknowledgment with timeout * feat(gameplay): implement server stop and client exit handling Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos. * fix(app): correct port validation and remove redundant TOML helper * fix: address unused parameter warnings and missing port assignment * refactor(gameplay): remove old pre_remove chunk, player, and world files * refactor(server): replace chunk set with flat_hash_set and add ref count - Replace std::unordered_set with absl::flat_hash_set for chunk position sets. - Add ref_count field to ChunkEntity and implement update_ref_count(). - Remove clear_unused_chunks() and use ref counting for chunk lifetime. - Add get_chunk_pos_set() accessors to ServerPlayer. * fix(client-world): delay chunk request to wait for server central chunk generation * refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map * refactor(server_world): replace future-based chunk generation with queue Remove `std::future` per-chunk tracking and poll_finished_chunks(). Instead, generation tasks push completed chunks to a concurrent queue consumed during update. This eliminates wait_all_chunk_tasks() and simplifies synchronization. * refactor(client_world): use concurrent data structures for chunk management Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model. * build(windows): add Nvidia and AMD GPU high performance exports * fix(ci): update header file pattern in clang-format check * style(clang-format): comment out AlignPPAndNotPP option * chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI * ci(workflow): update format check to use LLVM 22 * ci(format-check): install clang-format-22 * perf(world): cull distant players from updates and rendering Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks. * refactor(math_tools): convert free functions to inline in header * refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild - Remove text editing for perlin seed and filter function - Remove ServerWorld::rebuild_world() method and its atomic flag - Move 'Rebuild World' button to client world tab - Remove unused perlin_noise_input_buffer * fix(server_world): floor block position coordinates in handle_block_change * refactor(gameplay): pass new_chunks vector as parameter instead of member variable * perf(client): improve chunk rendering performance with snapshots and threaded generation * feat(tools): add PriorityThreadPool with priority scheduling Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority. Update ClientWorld to use the new pool with explicit priority for chunk operations. Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture. * feat(networking): add priority and sequence ordering to packet send queues * feat(server-world): use priority thread pool for chunk generation Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness. * refactor(client): extract AABB creation and add collision check on block place Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static. Change player size to static constexpr M_SIZE. Use shared_mutex for concurrent reads of other players. Check for collision with other players before placing a block. * feat(build): add build-time version system via CMake configure_file * ci(release): add release build workflow for windows
This commit is contained in:
746
src/gameplay/client_world.cpp
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746
src/gameplay/client_world.cpp
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#include "Cubed/gameplay/client_world.hpp"
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#include "Cubed/config.hpp"
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#include "Cubed/gameplay/game_time.hpp"
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#include "Cubed/gameplay/packet.hpp"
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#include "Cubed/tools/math_tools.hpp"
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#include <absl/container/inlined_vector.h>
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#include <numbers>
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using namespace std::chrono;
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using namespace std::chrono_literals;
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using namespace google::protobuf;
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namespace Cubed {
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namespace {
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struct ChunkRenderData {
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std::array<const std::vector<BlockType>*, 4> neighbor_block;
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ClientChunk* chunk;
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};
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} // namespace
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ClientWorld::ClientWorld() : m_player(*this) {}
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ClientWorld::~ClientWorld() {
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stop_client_thread();
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stop_thread_pool();
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m_chunks.clear();
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{
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std::lock_guard lk(m_delete_vbo_mutex);
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for (auto x : m_pending_delete_vbo) {
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glDeleteBuffers(1, &x);
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}
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m_pending_delete_vbo.clear();
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}
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{
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std::lock_guard lk(m_delete_vao_mutex);
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for (auto x : m_pending_delete_vao) {
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glDeleteVertexArrays(1, &x);
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}
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m_pending_delete_vao.clear();
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}
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m_timers.clear();
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}
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const std::optional<LookBlock>& ClientWorld::get_look_block_pos() const {
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return m_player.get_look_block_pos();
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}
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ClientPlayer& ClientWorld::get_player() { return m_player; }
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int ClientWorld::get_block(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = get_chunk_pos(block_pos.x, block_pos.z);
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chunk_cacc cacc;
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if (!m_chunks.find(cacc, ChunkPos{chunk_x, chunk_z})) {
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return 0;
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}
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const auto& chunk_blocks = cacc->second->get_chunk_blocks();
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auto [x, y, z] = ClientChunk::world_to_block(block_pos, {chunk_x, chunk_z});
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if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
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z >= CHUNK_SIZE) {
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return 0;
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}
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return chunk_blocks[ClientChunk::index(x, y, z)];
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}
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bool ClientWorld::is_solid(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = get_chunk_pos(block_pos.x, block_pos.z);
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chunk_cacc cacc;
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if (!m_chunks.find(cacc, ChunkPos{chunk_x, chunk_z})) {
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return false;
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}
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const auto& chunk_blocks = cacc->second->get_chunk_blocks();
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auto [x, y, z] = ClientChunk::world_to_block(block_pos, {chunk_x, chunk_z});
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if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
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z >= CHUNK_SIZE) {
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return false;
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}
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auto id = chunk_blocks[ClientChunk::index(x, y, z)];
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if (BlockManager::is_gas(id) || BlockManager::is_liquid(id)) {
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return false;
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} else {
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return true;
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}
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}
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bool ClientWorld::can_pass_block(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = get_chunk_pos(block_pos.x, block_pos.z);
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chunk_cacc cacc;
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if (!m_chunks.find(cacc, ChunkPos{chunk_x, chunk_z})) {
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return true;
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}
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const auto& chunk_blocks = cacc->second->get_chunk_blocks();
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auto [x, y, z] = ClientChunk::world_to_block(block_pos, {chunk_x, chunk_z});
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if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
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z >= CHUNK_SIZE) {
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return true;
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}
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auto id = chunk_blocks[ClientChunk::index(x, y, z)];
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return BlockManager::is_passable(id);
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}
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void ClientWorld::rebuild_world() {
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if (m_is_rebuilding.exchange(true)) {
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return;
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}
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stop_client_thread();
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stop_thread_pool();
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m_chunks.clear();
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m_pending_upload_queue.clear();
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start_thread_pool();
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start_client_thread(m_player.get_uuid());
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request_chunk();
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m_is_rebuilding = false;
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}
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BlockType ClientWorld::get_block_tpye(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = get_chunk_pos(block_pos.x, block_pos.z);
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chunk_cacc cacc;
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;
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if (!m_chunks.find(cacc, ChunkPos{chunk_x, chunk_z})) {
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// Logger::error("Can't Find Block {} {} {}", block_pos.x, block_pos.y,
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// block_pos.z);
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return 0;
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}
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const auto& chunk_blocks = cacc->second->get_chunk_blocks();
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auto [x, y, z] = ClientChunk::world_to_block(block_pos, {chunk_x, chunk_z});
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if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
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z >= CHUNK_SIZE) {
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// Logger::error("Can't Find Block {} {} {}", block_pos.x, block_pos.y,
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// block_pos.z);
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return 0;
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}
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return chunk_blocks[ClientChunk::index(x, y, z)];
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}
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void ClientWorld::set_block(const glm::ivec3& block_pos, unsigned id) {
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int world_x, world_y, world_z;
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world_x = block_pos.x;
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world_y = block_pos.y;
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world_z = block_pos.z;
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auto [chunk_x, chunk_z] = get_chunk_pos(world_x, world_z);
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ChunkPos pos{chunk_x, chunk_z};
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{
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chunk_acc acc;
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if (!m_chunks.find(acc, pos)) {
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return;
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}
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auto [x, y, z] = ClientChunk::world_to_block(world_x, world_y, world_z,
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chunk_x, chunk_z);
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if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
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z >= CHUNK_SIZE) {
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return;
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}
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acc->second->set_chunk_block(ClientChunk::index(x, y, z), id);
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acc->second->mark_dirty();
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}
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auto pool = m_thread_pool.load();
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pool->enqueue(0, [this, pos]() {
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std::shared_ptr<ClientChunk> chunk;
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{
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chunk_acc acc;
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if (m_chunks.find(acc, pos)) {
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chunk = acc->second;
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}
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}
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if (!chunk) {
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return;
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}
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OptionalBlockVectorArray neighbor_block;
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for (int i = 0; i < 4; i++) {
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chunk_cacc cacc;
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if (m_chunks.find(cacc, pos + CHUNK_DIR[i])) {
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neighbor_block[i] = (cacc->second->get_chunk_blocks());
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} else {
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neighbor_block[i] = std::nullopt;
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}
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}
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chunk->gen_vertex_data(neighbor_block);
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m_dirty_chunk_queue.emplace(pos);
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});
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static const glm::ivec3 NEIGHBOR_DIRS[] = {
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{1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1}};
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static constexpr int NPOS_SUM = sizeof(NEIGHBOR_DIRS);
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absl::InlinedVector<ChunkPos, NPOS_SUM> nposes;
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for (const auto& dir : NEIGHBOR_DIRS) {
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glm::ivec3 neighbor = block_pos + dir;
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auto [cx, cz] = get_chunk_pos(neighbor.x, neighbor.z);
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{
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chunk_acc acc;
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if (m_chunks.find(acc, {cx, cz})) {
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if (acc->second->is_dirty()) {
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continue;
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}
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nposes.emplace_back(acc->first);
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}
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}
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}
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for (auto& npos : nposes) {
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pool->enqueue(0, [this, npos]() {
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std::shared_ptr<ClientChunk> chunk;
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{
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chunk_acc acc;
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if (m_chunks.find(acc, npos)) {
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chunk = acc->second;
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}
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}
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if (!chunk) {
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return;
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}
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OptionalBlockVectorArray neighbor_block;
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for (int i = 0; i < 4; i++) {
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chunk_cacc cacc;
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if (m_chunks.find(cacc, npos + CHUNK_DIR[i])) {
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neighbor_block[i] = (cacc->second->get_chunk_blocks());
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} else {
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neighbor_block[i] = std::nullopt;
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}
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}
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chunk->gen_vertex_data(neighbor_block);
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m_dirty_chunk_queue.emplace(npos);
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});
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}
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}
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void ClientWorld::push_delete_vbo(GLuint vbo) {
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std::lock_guard lk(m_delete_vbo_mutex);
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m_pending_delete_vbo.push_back(vbo);
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}
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void ClientWorld::push_delete_vao(GLuint vao) {
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std::lock_guard lk(m_delete_vao_mutex);
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m_pending_delete_vao.push_back(vao);
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}
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void ClientWorld::report_block_change(const glm::ivec3& pos,
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unsigned id) const {
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{
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AABB block_box = get_block_aabb(pos);
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std::shared_lock lock(m_other_players_mutex);
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for (auto& [uuid, player] : m_other_players) {
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AABB box = ClientPlayer::get_aabb(player.target_pos);
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if (box.intersects(block_box)) {
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return;
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}
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}
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}
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Arena arena;
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auto* req = Arena::Create<BlockChangeReq>(&arena);
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req->set_uuid(m_player.get_uuid());
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req->set_block(id);
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auto* p = req->mutable_pos();
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p->set_x(pos.x);
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p->set_y(pos.y);
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p->set_z(pos.z);
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m_client->send(make_packet(*req), 0);
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}
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void ClientWorld::receive_block_change(const BlockChangeRsp& rsp) {
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glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
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set_block(pos, rsp.block());
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}
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void ClientWorld::receive_time(const UpdateTime& rsp) {
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m_game_ticks = rsp.game_tick();
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m_day_tick = rsp.day_tick();
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}
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void ClientWorld::receive_remote_player(const PlayerInfoRsp& rsp) {
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{
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std::lock_guard lock(m_other_players_mutex);
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glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
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auto it = m_other_players.find(rsp.uuid());
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if (it == m_other_players.end()) {
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m_other_players.emplace(
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std::piecewise_construct, std::forward_as_tuple(rsp.uuid()),
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std::forward_as_tuple(rsp.name(), pos, pos));
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} else {
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it->second.target_pos = pos;
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}
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// Logger::info("Player {} pos Update", rsp.name());
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}
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}
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void ClientWorld::receive_player_logout(const LogoutRsp& rsp) {
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if (rsp.server_stop()) {
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m_receive_exit = true;
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return;
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}
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if (rsp.uuid() == m_player.get_uuid()) {
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m_receive_exit = true;
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return;
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}
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{
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std::lock_guard lock(m_other_players_mutex);
|
||||
int sum = m_other_players.erase(rsp.uuid());
|
||||
if (sum == 0) {
|
||||
Logger::warn("Player {} not find", rsp.uuid());
|
||||
} else {
|
||||
Logger::info("Player {} erase", rsp.uuid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClientWorld::init(std::string_view player_name,
|
||||
std::shared_ptr<NetworkClient> client) {
|
||||
m_player.init(player_name);
|
||||
m_client = client;
|
||||
// timer
|
||||
register_timer("player_pos", 1, [this]() { report_player_pos(); });
|
||||
LoginReq req;
|
||||
req.set_name(m_player.get_name());
|
||||
while (!client->is_connected()) {
|
||||
if (client->is_connect_error()) {
|
||||
throw std::runtime_error("Can't connect to the server");
|
||||
}
|
||||
std::this_thread::sleep_for(milliseconds(200));
|
||||
}
|
||||
start_thread_pool();
|
||||
// request login
|
||||
Logger::info("Send Login Request");
|
||||
m_client->send(make_packet(req), 0);
|
||||
}
|
||||
|
||||
void ClientWorld::start_client_thread(std::string_view uuid) {
|
||||
if (m_game_running) {
|
||||
Logger::error("Game Already Running");
|
||||
return;
|
||||
}
|
||||
// response
|
||||
m_player.set_uuid(uuid);
|
||||
m_client_thread = std::jthread([this](std::stop_token token) {
|
||||
m_game_running = true;
|
||||
client_run(token);
|
||||
});
|
||||
|
||||
// Wait for 20 ticks, after the server's central chunk is generated, then
|
||||
// request chunks
|
||||
|
||||
std::this_thread::sleep_for(milliseconds(20 * DEFAULT_PER_TICK_TIME));
|
||||
|
||||
request_chunk();
|
||||
}
|
||||
|
||||
void ClientWorld::stop_client_thread() {
|
||||
m_client_thread.request_stop();
|
||||
if (m_client_thread.joinable()) {
|
||||
m_client_thread.join();
|
||||
}
|
||||
m_game_running = false;
|
||||
}
|
||||
void ClientWorld::start_thread_pool() {
|
||||
int max_threads = std::thread::hardware_concurrency();
|
||||
int threads = std::min<size_t>(max_threads, 4);
|
||||
change_pool_threads(threads);
|
||||
}
|
||||
void ClientWorld::stop_thread_pool() {
|
||||
auto pool_ptr = m_thread_pool.load();
|
||||
if (pool_ptr) {
|
||||
pool_ptr->stop();
|
||||
}
|
||||
m_thread_pool.store(nullptr);
|
||||
Logger::info("Thread Pool Stopped");
|
||||
}
|
||||
|
||||
void ClientWorld::change_pool_threads(int threads) {
|
||||
int m_max_threads = std::thread::hardware_concurrency();
|
||||
if (m_max_threads < 1) {
|
||||
Logger::warn("Can't Get Max Support Threads, Set Max Threads to 4");
|
||||
m_max_threads = 1;
|
||||
}
|
||||
int used_thread = std::clamp(threads, 1, m_max_threads);
|
||||
Logger::info("Create New Thread Pool Use {} Threads", used_thread);
|
||||
m_thread_pool.store(std::make_shared<PriorityThreadPool>(used_thread));
|
||||
}
|
||||
|
||||
void ClientWorld::hot_reload() {
|
||||
auto& config = Config::get();
|
||||
int dist = config.get<int>("world.rendering_distance");
|
||||
Logger::info("Get Config Randering dist {}", dist);
|
||||
m_rendering_distance = dist <= MAX_DISTANCE ? dist : MAX_DISTANCE;
|
||||
request_chunk();
|
||||
}
|
||||
|
||||
void ClientWorld::client_run(std::stop_token stoken) {
|
||||
Logger::info("Client Thread Started");
|
||||
using Clock = std::chrono::steady_clock;
|
||||
|
||||
constexpr auto TICK = std::chrono::milliseconds(DEFAULT_PER_TICK_TIME);
|
||||
|
||||
auto next = Clock::now();
|
||||
while (!stoken.stop_requested()) {
|
||||
next += TICK;
|
||||
for (auto& x : m_timers) {
|
||||
x.second.update();
|
||||
}
|
||||
std::this_thread::sleep_until(next);
|
||||
}
|
||||
}
|
||||
|
||||
void ClientWorld::report_player_pos() {
|
||||
if (!m_client) {
|
||||
return;
|
||||
}
|
||||
Arena arena;
|
||||
auto* pos = Arena::Create<PlayerPos>(&arena);
|
||||
pos->set_uuid(m_player.get_uuid());
|
||||
glm::vec3 player_pos = m_player.get_player_pos();
|
||||
auto* v3 = pos->mutable_pos();
|
||||
v3->set_x(player_pos.x);
|
||||
v3->set_y(player_pos.y);
|
||||
v3->set_z(player_pos.z);
|
||||
m_client->send(make_packet(*pos), 0);
|
||||
}
|
||||
|
||||
void ClientWorld::update_chunk(const ChunkPosSet& old, const ChunkPosSet& now) {
|
||||
|
||||
// Elements in the old set that are not contained in now are not needed by
|
||||
// the current player.
|
||||
|
||||
for (auto& pos : old) {
|
||||
if (!now.contains(pos)) {
|
||||
|
||||
chunk_acc acc;
|
||||
if (!m_chunks.find(acc, pos)) {
|
||||
Logger::warn("Update Ref Count Error, can't Find old pos "
|
||||
"in m_chunks");
|
||||
continue;
|
||||
}
|
||||
|
||||
m_chunks.erase(acc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClientWorld::request_chunk() {
|
||||
if (m_requesting_chunk.exchange(true)) {
|
||||
Logger::warn("It is requesting new chunk!");
|
||||
return;
|
||||
}
|
||||
ChunkPosSet required_chunks;
|
||||
|
||||
glm::vec3 player_pos = m_player.get_player_pos();
|
||||
|
||||
int x = std::floor(player_pos.x);
|
||||
int z = std::floor(player_pos.z);
|
||||
auto [chunk_x, chunk_z] = get_chunk_pos(x, z);
|
||||
int radius = m_rendering_distance;
|
||||
Logger::info("Client Chunk Radius {}", radius);
|
||||
int r2 = radius * radius;
|
||||
required_chunks.reserve(radius * radius);
|
||||
|
||||
for (int dx = -radius; dx <= radius; ++dx) {
|
||||
for (int dz = -radius; dz <= radius; ++dz) {
|
||||
if (dx * dx + dz * dz <= r2) {
|
||||
required_chunks.emplace(chunk_x + dx, chunk_z + dz);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ChunkPosSet old = std::move(m_player.get_chunk_pos_set());
|
||||
m_player.update_chunk_set(required_chunks);
|
||||
|
||||
ChunkPosVector need_send_pos;
|
||||
|
||||
for (auto pos : required_chunks) {
|
||||
chunk_cacc cacc;
|
||||
if (!m_chunks.find(cacc, pos)) {
|
||||
need_send_pos.emplace_back(pos);
|
||||
}
|
||||
}
|
||||
|
||||
update_chunk(old, required_chunks);
|
||||
|
||||
if (need_send_pos.empty()) {
|
||||
m_requesting_chunk = false;
|
||||
return;
|
||||
}
|
||||
using enum ChunkLoadStyle;
|
||||
switch (m_chunk_load_style) {
|
||||
case RANDOM:
|
||||
|
||||
break;
|
||||
case CENTER: {
|
||||
|
||||
glm::vec3 player_pos = m_player.get_player_pos();
|
||||
ChunkPos player_chunk_pos = get_chunk_pos(player_pos.x, player_pos.z);
|
||||
auto dist2 = [player_chunk_pos](ChunkPos chunk_pos) {
|
||||
float dx = player_chunk_pos.x - chunk_pos.x;
|
||||
float dz = player_chunk_pos.z - chunk_pos.z;
|
||||
return dx * dx + dz * dz;
|
||||
};
|
||||
|
||||
std::sort(need_send_pos.begin(), need_send_pos.end(),
|
||||
[&dist2](const auto& a, const auto& b) {
|
||||
return dist2(a) < dist2(b);
|
||||
});
|
||||
}
|
||||
}
|
||||
auto uuid = m_player.get_uuid();
|
||||
Arena arena;
|
||||
++m_chunk_task_id;
|
||||
auto* req = Arena::Create<ChunkDataReq>(&arena);
|
||||
for (const auto& pos : need_send_pos) {
|
||||
req->set_task_id(m_chunk_task_id.load());
|
||||
req->set_uuid(uuid);
|
||||
auto* p = req->mutable_pos();
|
||||
p->set_x(pos.x);
|
||||
p->set_z(pos.z);
|
||||
m_client->send(make_packet(*req));
|
||||
}
|
||||
Logger::info("Send Chunk Request Success");
|
||||
m_requesting_chunk = false;
|
||||
}
|
||||
|
||||
void ClientWorld::receive_chunk(std::vector<uint8_t> raw_data,
|
||||
PacketHeader header) {
|
||||
|
||||
// vertex data will genrator in client thread pool instead of net thread;
|
||||
auto pool = m_thread_pool.load();
|
||||
if (!pool) {
|
||||
Logger::error("Client Thread Pool is nullptr");
|
||||
return;
|
||||
}
|
||||
pool->enqueue(
|
||||
[this, raw_data = std::move(raw_data), header = std::move(header)]() {
|
||||
Arena arena;
|
||||
auto* data = Arena::Create<ChunkDataRsp>(&arena);
|
||||
if (!decode_packet(*data, raw_data, header)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (data->task_id() < m_chunk_task_id) {
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
chunk_cacc cacc;
|
||||
ChunkPos pos{data->pos().x(), data->pos().z()};
|
||||
if (m_chunks.find(cacc, pos)) {
|
||||
Logger::warn("Chunk {} {} has already in client world",
|
||||
pos.x, pos.z);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<ClientChunk> chunk =
|
||||
std::make_unique<ClientChunk>(*this);
|
||||
chunk->receive_chunk(*data);
|
||||
|
||||
m_pending_upload_queue.emplace(std::move(chunk));
|
||||
});
|
||||
}
|
||||
bool ClientWorld::is_receive_exit() { return m_receive_exit; }
|
||||
|
||||
int ClientWorld::chunk_size() const { return m_chunks.size(); }
|
||||
|
||||
AABB ClientWorld::get_block_aabb(const glm::ivec3& pos) {
|
||||
auto x = pos.x;
|
||||
auto y = pos.y;
|
||||
auto z = pos.z;
|
||||
return {glm::vec3{static_cast<float>(x), static_cast<float>(y),
|
||||
static_cast<float>(z)},
|
||||
glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1),
|
||||
static_cast<float>(z + 1)}};
|
||||
}
|
||||
|
||||
void ClientWorld::request_exit() {
|
||||
if (m_receive_exit) {
|
||||
return;
|
||||
}
|
||||
Arena arena;
|
||||
auto* req = Arena::Create<LogoutReq>(&arena);
|
||||
req->set_uuid(m_player.get_uuid());
|
||||
m_client->send(make_packet(*req));
|
||||
int cnt = 0;
|
||||
while (!m_receive_exit) {
|
||||
std::this_thread::sleep_for(milliseconds(DEFAULT_PER_TICK_TIME));
|
||||
++cnt;
|
||||
if (cnt >= WORLD_EXIT_TIMEOUT) {
|
||||
Logger::warn("Can't Receive Server Exit Sign");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClientWorld::update(float delta_time) {
|
||||
m_player.update(delta_time);
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
for (auto x : m_pending_delete_vbo) {
|
||||
glDeleteBuffers(1, &x);
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
for (auto x : m_pending_delete_vao) {
|
||||
glDeleteVertexArrays(1, &x);
|
||||
}
|
||||
m_pending_delete_vao.clear();
|
||||
}
|
||||
|
||||
std::vector<std::unique_ptr<ClientChunk>> new_chunks;
|
||||
{
|
||||
std::unique_ptr<ClientChunk> chunk;
|
||||
int sum = 0;
|
||||
while (m_pending_upload_queue.try_pop(chunk)) {
|
||||
new_chunks.emplace_back(std::move(chunk));
|
||||
++sum;
|
||||
if (sum >= MAX_UPLOAD_CHUNK_SUM) {
|
||||
break; // Limit the maximum number of uploads per frame to
|
||||
// improve frame rate performance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& c : new_chunks) {
|
||||
c->upload_to_gpu();
|
||||
}
|
||||
|
||||
for (auto& c : new_chunks) {
|
||||
m_chunks.emplace(c->get_chunk_pos(), std::move(c));
|
||||
}
|
||||
m_render_snapshots.clear();
|
||||
|
||||
ChunkPos pos;
|
||||
|
||||
while (m_dirty_chunk_queue.try_pop(pos)) {
|
||||
std::shared_ptr<ClientChunk> chunk;
|
||||
{
|
||||
chunk_acc acc;
|
||||
if (m_chunks.find(acc, pos)) {
|
||||
chunk = acc->second;
|
||||
}
|
||||
}
|
||||
if (!chunk) {
|
||||
continue;
|
||||
}
|
||||
|
||||
chunk->upload_to_gpu();
|
||||
}
|
||||
|
||||
auto chunk_pos_set = m_player.get_chunk_pos_set();
|
||||
|
||||
for (auto& pos : chunk_pos_set) {
|
||||
std::shared_ptr<ClientChunk> chunk;
|
||||
{
|
||||
chunk_acc acc;
|
||||
if (m_chunks.find(acc, pos)) {
|
||||
chunk = acc->second;
|
||||
}
|
||||
}
|
||||
if (!chunk) {
|
||||
continue;
|
||||
}
|
||||
|
||||
m_render_snapshots.push_back(chunk->get_render_snapshot());
|
||||
}
|
||||
|
||||
m_render_player_data.clear();
|
||||
{
|
||||
std::lock_guard lock(m_other_players_mutex);
|
||||
for (auto& [uuid, player] : m_other_players) {
|
||||
player.render_pos =
|
||||
glm::mix(player.render_pos, player.target_pos, 0.15f);
|
||||
if (Math::distance2(player.render_pos, m_player.get_player_pos()) >
|
||||
m_rendering_distance * CHUNK_SIZE * m_rendering_distance *
|
||||
CHUNK_SIZE) {
|
||||
continue;
|
||||
}
|
||||
m_render_player_data.emplace_back(player.name, player.render_pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 ClientWorld::sunlight_dir() const {
|
||||
float altitude = sin((m_day_tick - 6 * PER_HOUR) /
|
||||
static_cast<float>(DAY_TIME / 2) * std::numbers::pi) *
|
||||
90.0f;
|
||||
|
||||
float t = static_cast<float>(m_day_tick) / DAY_TIME;
|
||||
float azimuth = 90.0f - 360.0f * (t - 0.25f);
|
||||
|
||||
float alt = glm::radians(altitude);
|
||||
float az = glm::radians(azimuth);
|
||||
glm::vec3 dir;
|
||||
dir.x = cos(alt) * sin(az);
|
||||
dir.y = sin(alt);
|
||||
dir.z = cos(alt) * cos(az);
|
||||
|
||||
return glm::normalize(-dir);
|
||||
}
|
||||
int ClientWorld::rendering_distance() const {
|
||||
return m_rendering_distance.load();
|
||||
}
|
||||
|
||||
void ClientWorld::rendering_distance(int rendering_distance) {
|
||||
m_rendering_distance = rendering_distance;
|
||||
Logger::info("Set Rendering dist {} , the value is {}", rendering_distance,
|
||||
m_rendering_distance.load());
|
||||
request_chunk();
|
||||
}
|
||||
|
||||
int ClientWorld::get_chunk_task_id() const { return m_chunk_task_id.load(); }
|
||||
|
||||
const std::vector<const ChunkRenderSnapshot*>&
|
||||
ClientWorld::render_snapshots() const {
|
||||
return m_render_snapshots;
|
||||
};
|
||||
const std::vector<RemotePlayerRenderData>&
|
||||
ClientWorld::render_player_data() const {
|
||||
return m_render_player_data;
|
||||
}
|
||||
std::vector<glm::vec4>& ClientWorld::planes() { return m_planes; }
|
||||
} // namespace Cubed
|
||||
Reference in New Issue
Block a user