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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor(game_time): introduce Timer for time-based updates and rename existing to TickTimer
Add a new `Timer` class that operates in seconds (using `TimeType`) alongside the existing `TickTimer` which uses `TickType`. Rename the original `Timer` to `TickTimer` throughout the codebase. Update `ClientWorld` to maintain separate maps for tick-based and time-based timers, and replace the hardcoded footstep timer in `ClientPlayer` with a time-based callback timer. Also add `play_2d` to `AudioEngine` and load an ambient bird sound to demonstrate the new timer functionality.
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@@ -28,6 +28,7 @@ public:
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void play_bgm();
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void play_3d(const std::string& sound, const glm::vec3& pos,
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bool check = false);
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void play_2d(const std::string& sound, bool check = false);
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void update_listener(const glm::vec3& pos, const glm::vec3& forward,
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const glm::vec3& up);
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void update();
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@@ -4,6 +4,7 @@
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/gameplay/chunk_pos.hpp"
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#include "Cubed/gameplay/game_mode.hpp"
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#include "Cubed/gameplay/game_time.hpp"
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#include "Cubed/gameplay/player.hpp"
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#include "Cubed/input.hpp"
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@@ -123,7 +124,7 @@ private:
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float m_angle{0.0f};
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float m_walk_time{0.0f};
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float m_footstep_timer = 0.0f;
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std::unordered_map<std::string, Timer> m_timers;
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mutable std::shared_mutex m_player_pos_mutex;
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mutable std::shared_mutex m_chunk_pos_mutex;
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@@ -92,10 +92,10 @@ public:
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static AABB get_block_aabb(const glm::ivec3& pos);
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AudioEngine& get_audio();
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template <typename Fn>
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void register_timer(std::string_view id, TickType threshold, Fn&& f) {
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m_timers.emplace(std::piecewise_construct,
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std::forward_as_tuple(std::string(id)),
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std::forward_as_tuple(threshold, std::forward<Fn>(f)));
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void register_ticktimer(std::string_view id, TickType threshold, Fn&& f) {
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m_ticktimers.emplace(
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std::piecewise_construct, std::forward_as_tuple(std::string(id)),
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std::forward_as_tuple(threshold, std::forward<Fn>(f)));
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}
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private:
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@@ -136,7 +136,10 @@ private:
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std::deque<ChunkPos> m_dirty_queue;
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std::vector<const ChunkRenderSnapshot*> m_render_snapshots;
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std::vector<PlayerRenderData> m_render_player_data;
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tbb::concurrent_unordered_map<std::string, Timer> m_timers;
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tbb::concurrent_unordered_map<std::string, TickTimer> m_ticktimers;
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std::unordered_map<std::string, Timer> m_timers;
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std::atomic<bool> m_game_running{false};
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std::atomic<bool> m_receive_exit{false};
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std::atomic<int> m_rendering_distance{24};
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@@ -6,7 +6,9 @@
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#include <functional>
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#include <utility>
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namespace Cubed {
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using TickType = long long;
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using TimeType = float;
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constexpr int DEFAULT_PER_TICK_TIME = 50;
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@@ -14,10 +16,10 @@ constexpr TickType DAY_TIME = 24000;
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constexpr TickType PER_HOUR = 1000;
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class Timer {
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class TickTimer {
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public:
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template <typename Fn>
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Timer(TickType threshold, Fn&& f)
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TickTimer(TickType threshold, Fn&& f)
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: m_fn(std::forward<Fn>(f)), m_threshold(threshold) {
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ASSERT_MSG(threshold > 0, "Threshold Must Rreater Than 0");
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}
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@@ -37,4 +39,37 @@ private:
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TickType m_current = 0;
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};
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class Timer {
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public:
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template <typename Fn>
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Timer(TimeType threshold, Fn&& f)
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: m_fn(std::forward<Fn>(f)), m_threshold(threshold) {
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ASSERT_MSG(threshold > 0, "Threshold Must Rreater Than 0");
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}
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bool update(TimeType dt) {
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m_current += dt;
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bool triggered = false;
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while (m_current >= m_threshold) {
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m_current -= m_threshold;
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m_fn();
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triggered = true;
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}
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return triggered;
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}
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void reset() { m_current = 0.0f; }
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void set_threshold(TimeType threshold) {
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ASSERT_MSG(threshold > 0, "Threshold must be greater than 0");
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m_threshold = threshold;
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}
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private:
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std::function<void()> m_fn;
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TimeType m_threshold;
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TimeType m_current = 0;
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};
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} // namespace Cubed
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@@ -156,7 +156,7 @@ private:
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PlayerUUIDMap m_uuid_to_name;
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tbb::concurrent_unordered_map<std::string, Timer> m_timers;
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tbb::concurrent_unordered_map<std::string, TickTimer> m_timers;
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tbb::concurrent_queue<PendingRequest> m_waiting_chunk_requests;
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tbb::concurrent_queue<std::unique_ptr<ServerChunk>> m_finished_queue;
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