mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
* 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.
317 lines
8.9 KiB
C++
317 lines
8.9 KiB
C++
#ifndef ENTT_PROCESS_PROCESS_HPP
|
|
#define ENTT_PROCESS_PROCESS_HPP
|
|
|
|
#include "../core/compressed_pair.hpp"
|
|
#include "../core/type_traits.hpp"
|
|
#include "../stl/cstdint.hpp"
|
|
#include "../stl/memory.hpp"
|
|
#include "../stl/type_traits.hpp"
|
|
#include "../stl/utility.hpp"
|
|
#include "fwd.hpp"
|
|
|
|
namespace entt {
|
|
|
|
/*! @cond ENTT_INTERNAL */
|
|
namespace internal {
|
|
|
|
template<typename, typename, typename>
|
|
struct process_adaptor;
|
|
|
|
} // namespace internal
|
|
/*! @endcond */
|
|
|
|
/**
|
|
* @brief Base class for processes.
|
|
*
|
|
* Derived classes must specify what's the intended type for elapsed times.<br/>
|
|
* A process can implement the following member functions whether required:
|
|
*
|
|
* * @code{.cpp}
|
|
* void update(Delta, void *) override;
|
|
* @endcode
|
|
*
|
|
* It's invoked once per tick until a process is explicitly aborted or it
|
|
* terminates either with or without errors. Even though it's not mandatory to
|
|
* declare this member function, as a rule of thumb each process should at
|
|
* least define it to work properly. The `void *` parameter is an opaque
|
|
* pointer to user data (if any) forwarded directly to the process during an
|
|
* update.
|
|
*
|
|
* * @code{.cpp}
|
|
* void succeeded() override;
|
|
* @endcode
|
|
*
|
|
* It's invoked in case of success, immediately after an update and during the
|
|
* same tick.
|
|
*
|
|
* * @code{.cpp}
|
|
* void failed() override;
|
|
* @endcode
|
|
*
|
|
* It's invoked in case of errors, immediately after an update and during the
|
|
* same tick.
|
|
*
|
|
* * @code{.cpp}
|
|
* void aborted() override;
|
|
* @endcode
|
|
*
|
|
* It's invoked only if a process is explicitly aborted. There is no guarantee
|
|
* that it executes in the same tick, this depends solely on whether the
|
|
* process is aborted immediately or not.
|
|
*
|
|
* Derived classes can change the internal state of a process by invoking the
|
|
* `succeed` and `fail` member functions and even pause or unpause the process
|
|
* itself.
|
|
*
|
|
* @sa scheduler
|
|
*
|
|
* @tparam Delta Type to use to provide elapsed time.
|
|
* @tparam Allocator Type of allocator used to manage memory and elements.
|
|
*/
|
|
template<typename Delta, typename Allocator>
|
|
class basic_process: public stl::enable_shared_from_this<basic_process<Delta, Allocator>> {
|
|
enum class state : stl::uint8_t {
|
|
idle = 0,
|
|
running,
|
|
paused,
|
|
succeeded,
|
|
failed,
|
|
aborted,
|
|
finished,
|
|
rejected
|
|
};
|
|
|
|
virtual void update(const Delta, void *) {
|
|
abort();
|
|
}
|
|
|
|
virtual void succeeded() {}
|
|
virtual void failed() {}
|
|
virtual void aborted() {}
|
|
|
|
public:
|
|
/*! @brief Allocator type. */
|
|
using allocator_type = Allocator;
|
|
/*! @brief Type used to provide elapsed time. */
|
|
using delta_type = Delta;
|
|
/*! @brief Handle type. */
|
|
using handle_type = stl::shared_ptr<basic_process>;
|
|
|
|
/*! @brief Default constructor. */
|
|
basic_process()
|
|
: basic_process{allocator_type{}} {}
|
|
|
|
/**
|
|
* @brief Constructs a scheduler with a given allocator.
|
|
* @param allocator The allocator to use.
|
|
*/
|
|
explicit basic_process(const allocator_type &allocator)
|
|
: next{nullptr, allocator},
|
|
current{state::idle} {}
|
|
|
|
/*! @brief Default copy constructor, deleted on purpose. */
|
|
basic_process(const basic_process &) = delete;
|
|
|
|
/*! @brief Default move constructor, deleted on purpose. */
|
|
basic_process(basic_process &&) = delete;
|
|
|
|
/*! @brief Default destructor. */
|
|
virtual ~basic_process() = default;
|
|
|
|
/**
|
|
* @brief Default copy assignment operator, deleted on purpose.
|
|
* @return This process scheduler.
|
|
*/
|
|
basic_process &operator=(const basic_process &) = delete;
|
|
|
|
/**
|
|
* @brief Default move assignment operator, deleted on purpose.
|
|
* @return This process scheduler.
|
|
*/
|
|
basic_process &operator=(basic_process &&) = delete;
|
|
|
|
/**
|
|
* @brief Returns the associated allocator.
|
|
* @return The associated allocator.
|
|
*/
|
|
[[nodiscard]] constexpr allocator_type get_allocator() const noexcept {
|
|
return next.second();
|
|
}
|
|
|
|
/*! @brief Aborts a process if it's still alive, otherwise does nothing. */
|
|
void abort() {
|
|
if(alive()) {
|
|
current = state::aborted;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Terminates a process with success if it's still alive, otherwise
|
|
* does nothing.
|
|
*/
|
|
void succeed() noexcept {
|
|
if(alive()) {
|
|
current = state::succeeded;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Terminates a process with errors if it's still alive, otherwise
|
|
* does nothing.
|
|
*/
|
|
void fail() noexcept {
|
|
if(alive()) {
|
|
current = state::failed;
|
|
}
|
|
}
|
|
|
|
/*! @brief Stops a process if it's running, otherwise does nothing. */
|
|
void pause() noexcept {
|
|
if(alive()) {
|
|
current = state::paused;
|
|
}
|
|
}
|
|
|
|
/*! @brief Restarts a process if it's paused, otherwise does nothing. */
|
|
void unpause() noexcept {
|
|
if(alive()) {
|
|
current = state::running;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Returns true if a process is either running or paused.
|
|
* @return True if the process is still alive, false otherwise.
|
|
*/
|
|
[[nodiscard]] bool alive() const noexcept {
|
|
return current == state::running || current == state::paused;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns true if a process is already terminated.
|
|
* @return True if the process is terminated, false otherwise.
|
|
*/
|
|
[[nodiscard]] bool finished() const noexcept {
|
|
return current == state::finished;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns true if a process is currently paused.
|
|
* @return True if the process is paused, false otherwise.
|
|
*/
|
|
[[nodiscard]] bool paused() const noexcept {
|
|
return current == state::paused;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns true if a process terminated with errors.
|
|
* @return True if the process terminated with errors, false otherwise.
|
|
*/
|
|
[[nodiscard]] bool rejected() const noexcept {
|
|
return current == state::rejected;
|
|
}
|
|
|
|
/**
|
|
* @brief Assigns a child process to run in case of success.
|
|
* @tparam Type Type of child process to create.
|
|
* @tparam Args Types of arguments to use to initialize the child process.
|
|
* @param args Parameters to use to initialize the child process.
|
|
* @return A reference to the newly created child process.
|
|
*/
|
|
template<typename Type, typename... Args>
|
|
basic_process &then(Args &&...args) {
|
|
const auto &allocator = next.second();
|
|
return *(next.first() = stl::allocate_shared<Type>(allocator, allocator, stl::forward<Args>(args)...));
|
|
}
|
|
|
|
/**
|
|
* @brief Assigns a child process to run in case of success.
|
|
* @tparam Func Type of child process to create.
|
|
* @param func Either a lambda or a functor to use as a child process.
|
|
* @return A reference to the newly created child process.
|
|
*/
|
|
template<typename Func>
|
|
basic_process &then(Func func) {
|
|
const auto &allocator = next.second();
|
|
using process_type = internal::process_adaptor<delta_type, Func, allocator_type>;
|
|
return *(next.first() = stl::allocate_shared<process_type>(allocator, allocator, stl::move(func)));
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the child process without releasing ownership, if any.
|
|
* @return The child process attached to the object, if any.
|
|
*/
|
|
handle_type peek() {
|
|
return next.first();
|
|
}
|
|
|
|
/**
|
|
* @brief Updates a process and its internal state, if required.
|
|
* @param delta Elapsed time.
|
|
* @param data Optional data.
|
|
*/
|
|
void tick(const Delta delta, void *data = nullptr) {
|
|
switch(current) {
|
|
case state::idle:
|
|
case state::running:
|
|
current = state::running;
|
|
update(delta, data);
|
|
break;
|
|
default:
|
|
// suppress warnings
|
|
break;
|
|
}
|
|
|
|
// if it's dead, it must be notified and removed immediately
|
|
switch(current) {
|
|
case state::succeeded:
|
|
succeeded();
|
|
current = state::finished;
|
|
break;
|
|
case state::failed:
|
|
failed();
|
|
current = state::rejected;
|
|
break;
|
|
case state::aborted:
|
|
aborted();
|
|
current = state::rejected;
|
|
break;
|
|
default:
|
|
// suppress warnings
|
|
break;
|
|
}
|
|
}
|
|
|
|
private:
|
|
compressed_pair<handle_type, allocator_type> next;
|
|
state current;
|
|
};
|
|
|
|
/*! @cond ENTT_INTERNAL */
|
|
namespace internal {
|
|
|
|
template<typename Delta, typename Func, typename Allocator>
|
|
struct process_adaptor: public basic_process<Delta, Allocator> {
|
|
using allocator_type = Allocator;
|
|
using base_type = basic_process<Delta, Allocator>;
|
|
using delta_type = base_type::delta_type;
|
|
|
|
process_adaptor(const allocator_type &allocator, Func proc)
|
|
: base_type{allocator},
|
|
func{stl::move(proc)} {}
|
|
|
|
void update(const delta_type delta, void *data) override {
|
|
func(*this, delta, data);
|
|
}
|
|
|
|
private:
|
|
Func func;
|
|
};
|
|
|
|
} // namespace internal
|
|
/*! @endcond */
|
|
|
|
} // namespace entt
|
|
|
|
#endif
|