Files
Cubed/include/Cubed/gameplay/client_entity_manager.hpp
zhenyan121 e2bbc2d57f 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.
2026-08-04 10:46:31 +08:00

77 lines
2.2 KiB
C++

#pragma once
#include "Cubed/gameplay/ecs/entity.hpp"
#include "glm/ext/vector_float3.hpp"
#include "world/entity.pb.h"
#include <entt/entt.hpp>
#include <tbb/concurrent_hash_map.h>
#include <tbb/concurrent_queue.h>
namespace Cubed {
class ClientWorld;
class ClientEntityManager {
public:
enum class Command { CREATE, DESTORY, UPDATE };
ClientEntityManager(ClientWorld& world);
void update();
void init();
void receive_entity_create(S2CEntityCreate& msg);
void receive_entity_destory(EntityID id);
void receive_entity_update(S2CEntityUpdate& msg);
void destory(EntityID id);
void create(std::string_view name, const glm::vec3& pos);
const entt::registry& get_registry() const;
private:
struct EntityCreateElement {
EntityID id;
std::string name;
glm::vec3 pos;
};
struct UpdateInfo {
EntityID id;
glm::vec3 pos;
glm::vec3 direction;
};
using EntityMap = tbb::concurrent_hash_map<EntityID, entt::entity>;
using acc = EntityMap::accessor;
using cacc = EntityMap::const_accessor;
using CreateFunc = std::function<void(EntityID id)>;
using TaskElement = std::variant<EntityCreateElement, EntityID, UpdateInfo>;
using TaskPair = std::pair<Command, TaskElement>;
ClientWorld& m_world;
entt::registry m_registry;
EntityMap m_entities;
std::unordered_map<std::string_view, CreateFunc> m_factories;
tbb::concurrent_queue<TaskPair> m_tasks;
void handle_task();
void handle_entity_destory(EntityID id);
// not thread safe
void handle_entity_create(EntityID id, std::string_view name,
const glm::vec3& pos);
void handle_entity_update(UpdateInfo& info);
template <typename... Args>
void create_entity_in_registry(EntityID id, Args&&... args) {
{
cacc a;
if (m_entities.find(a, id)) {
return;
}
}
auto entity = m_registry.create();
((m_registry.emplace<std::remove_cvref_t<Args>>(
entity, std::forward<Args>(args))),
...);
m_entities.emplace(id, entity);
return;
}
};
} // namespace Cubed