SQCSimulator2023/SQCSim-srv/connection.cpp
2023-12-13 16:10:23 -05:00

230 lines
5.4 KiB
C++

#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() {
delete player;
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<char*> lsPck;
Input in;
Sync sync;
recvPacksFrom(sock, &m_buf, m_addr, &lsPck);
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<uint64_t, Connection*> 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<Output>(sock, &out, &m_bufout, conn->getAddr());
}
++outs;
[[unlikely]] if (last == 0) // !
last = out.timestamp;
outs += out.timestamp + last;
static bool syncdead = false;
bool dead = player->AmIDead();
if (outs >= SYNC_ACC || (!syncdead && dead)) {
Sync sync;
outs -= SYNC_ACC;
sync.timestamp = out.timestamp;
sync.position = out.position;
sync.sid = m_loginfo.sid;
sync.timer = timer;
sync.timestamp = out.timestamp;
sync.ammo = -1;
sync.hp = player->GetHP();
if (dead) {
sync.timestamp = m_loginfo.sid;
syncdead = true;
}
sendPackTo<Sync>(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;
bool dead = player->AmIDead();
if (m_input_manifest.size() < 2 && !dead)
return tstamp;
while (m_last_in < m_input_vector.size() - 1 || dead) {
if (!dead) {
in = m_input_vector.at(m_last_in + 1);
last = m_input_vector.at(m_last_in);
if (in.timestamp <= m_tstamp) {
++m_last_in;
continue;
}
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);
}
else {
el = 1. / 60.;
in = Input();
}
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->GetIsAirborne();
Vector3f horSpeed = player->GetVelocity();
horSpeed.y = 0;
out.states.running = horSpeed.Length() > .2f;
out.states.still = !out.states.running && !out.states.jumping;
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.push_back(std::move(cmod));
}
}
else toggle = false;
out.states.shooting = in.keys.shoot;
if (out.states.jumping && out.states.shooting)
out.states.jumpshot = true;
else out.states.jumpshot = false;
if (in.keys.shoot && m_shoot_acc <= 0.) {
Bullets.push_back(std::move(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(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);
m_tstamp = tstamp = out.timestamp;
if (!dead)
++m_last_in;
dead = false;
}
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; }