#include "connection.h" Connection::Connection(SOCKET sock, sockaddr_in sockaddr, LoginInfo log, PlayerInfo play) : m_sock(sock), m_addr(sockaddr), m_loginfo(log), m_playinfo(play) { } Connection::~Connection() { closesocket(m_sock); } uint64_t Connection::GetHash(bool self) const { return self ? m_loginfo.sid : m_playinfo.id; } uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; } std::string Connection::GetName() const { return m_loginfo.name; } void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); } Output* Connection::getOutput(Timestamp time) { auto out = m_output_manifest.find(time); if (out != m_output_manifest.end()) return &out->second; return nullptr; } Sync Connection::getSync(Timestamp time) { Sync sync; auto out = m_output_manifest.find(time); if (out != m_output_manifest.end()) { sync.timestamp = out->second.timestamp; sync.position = out->second.position; sync.sid = m_loginfo.sid; } return sync; } SOCKET Connection::getSock() const { return m_sock; } PlayerInfo* Connection::getInfo() const { return (PlayerInfo*)&m_playinfo; } sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; } void Connection::getPacks(SOCKET sock) { std::vector lsPck; Input in; Sync sync; lsPck = recvPacksFrom(sock, &m_buf, m_addr); for (auto& pck : lsPck) { uint32_t bsize = m_buf.len - (pck - m_buf.ptr); switch (netprot::getType(pck, 1)) { using enum netprot::PACKET_TYPE; case INPUT: if (Deserialize(&in, pck, &bsize)) { m_input_manifest[in.timestamp] = in; m_input_vector.push_back(in); } break; case SYNC: if (Deserialize(&sync, pck, &bsize)) m_nsync = true; break; default: break; } } lsPck.clear(); } void Connection::sendPacks(SOCKET sock, std::unordered_map conns, const uint32_t timer) { static int outs = 0; static Timestamp last = 0; while (!m_output_vector.empty()) { Output out = m_output_vector.front(); for (auto& [key, conn] : conns) { if (m_playinfo.id == conn->GetHash(false)) continue; sendPackTo(sock, &out, &m_bufout, conn->getAddr()); } ++outs; [[unlikely]] if (last == 0) // ! last = out.timestamp; outs += out.timestamp + last; if (outs >= 1000) { outs -= 1000; Sync sync; sync.hp = player->GetHP(); sync.timestamp = out.timestamp; sync.position = out.position; sync.sid = m_loginfo.sid; sync.timer = timer; sync.timestamp = out.timestamp; sync.ammo = -1; sendPackTo(sock, &sync, &m_bufout, &m_addr); } m_output_vector.pop_front(); } } Timestamp Connection::Run(World* world) { Input in, last; Output out; Timestamp tstamp = 0; float el; if (m_input_manifest.size() < 2) return tstamp; if (player->AmIDead()) { m_input_manifest.clear(); return tstamp; } while (m_last_in < m_input_vector.size() - 1) { in = m_input_vector.at(m_last_in + 1); last = m_input_vector.at(m_last_in); el = (double)(in.timestamp - last.timestamp) / 1000.; if (m_shoot_acc > 0.) { m_shoot_acc -= el; if (m_shoot_acc < 0.) m_shoot_acc = 0; } player->SetDirection(in.direction); player->ApplyPhysics(player->GetInput(in.keys.forward, in.keys.backward, in.keys.left, in.keys.right, in.keys.jump, false, el), world, el); if (player->GetPosition().y < -20.) { player->InflictDamage(9000.); player->Killer = GetHash(true); } out.states.jumping = player->GetVelocity().y > 0.1f; out.states.running = player->GetVelocity().Length() > .3f; out.states.still = !out.states.running; out.states.hit = player->m_hit; player->m_hit = false; if (player->AmIDead()) { in.keys.shoot = false; in.keys.block = false; out.states.dead = true; } static bool toggle = false; if (in.keys.block) { if (!toggle) { toggle = true; bool block = false; ChunkMod* cmod = world->ChangeBlockAtCursor(BLOCK_TYPE::BTYPE_METAL, player->GetPosition(), player->GetDirection(), block, true); if (cmod) ChunkDiffs.emplace_back(cmod); } } else toggle = false; if (in.keys.shoot && m_shoot_acc <= 0.) { Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true))); out.states.shooting = true; if (out.states.jumping) out.states.jumpshot = true; m_shoot_acc = BULLET_TIME; } out.position = player->GetPositionAbs(); out.direction = in.direction; out.timestamp = in.timestamp; out.id = m_playinfo.id; m_output_manifest[out.timestamp] = out; m_output_vector.push_back(out); tstamp = out.timestamp; ++m_last_in; } return tstamp; } void Connection::CleanInputManifest(Timestamp time) { // auto wat = m_input_manifest.find(time); // while (wat != m_input_manifest.begin()) // m_input_manifest.erase(wat--); } Timestamp Connection::GetTStamp() const { return m_tstamp; }