#include
#include
#include
// TODO: mutex this bad boy
namespace td {
namespace sim {
const protocol::LockStep ClientSimulation::EMPTY_LOCKSTEP;
std::uint64_t GetTime() {
return static_cast(
std::chrono::duration_cast(std::chrono::system_clock().now().time_since_epoch()).count());
}
ClientSimulation::ClientSimulation(std::shared_ptr a_World, GameHistory&& a_History, std::uint64_t a_StepTime) :
m_StepTime(a_StepTime),
m_World(a_World),
m_CurrentTime(0),
m_CurrentStep(0),
m_LastSnapshot(std::make_shared()),
m_LastValidStep(0) {
m_History.reserve(a_History.size());
for (auto&& lockstep : a_History) {
m_History.emplace_back(std::move(lockstep));
}
Step();
}
ClientSimulation::ClientSimulation(std::shared_ptr a_World, std::uint64_t a_StepTime) :
m_StepTime(a_StepTime),
m_World(a_World),
m_History(std::numeric_limits::max()),
m_CurrentTime(0),
m_CurrentStep(0),
m_LastSnapshot(std::make_shared()),
m_LastValidStep(0) {}
float ClientSimulation::Update(float a_Delta) {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
static const float stepTimeSecond = static_cast(m_StepTime) / 1000.0f;
m_CurrentTime += a_Delta;
if (m_CurrentTime > stepTimeSecond) {
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
Step();
}
return (float)m_CurrentTime / stepTimeSecond;
}
bool ClientSimulation::Step() {
const auto& step = m_History[m_CurrentStep];
if (step.has_value()) {
auto snapshot = m_World->Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
if (m_LastValidStep + 1 == m_CurrentStep) {
m_LastValidStep = m_CurrentStep;
m_LastSnapshot = snapshot;
}
} else {
m_World->Tick(EMPTY_LOCKSTEP, FpFloat(m_StepTime) / FpFloat(1000));
std::cout << "Empty tick (" << m_CurrentStep << ") !\n";
}
m_CurrentStep++;
return step.has_value();
}
void ClientSimulation::Handle(const protocol::packets::LockStepsPacket& a_LockSteps) {
const auto& steps = a_LockSteps->m_LockSteps;
for (std::size_t i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
m_History[a_LockSteps->m_FirstFrameNumber + i] = steps[i];
}
// to be in the state [0-1]
if (a_LockSteps->m_FirstFrameNumber == 0)
Step();
FastReplay();
}
void ClientSimulation::Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) {
for (const auto& [stepTime, lockStep] : a_LockSteps->m_Steps) {
m_History[stepTime] = lockStep;
}
FastReplay();
}
std::size_t ClientSimulation::FastForward(std::size_t a_Count) {
std::size_t stepCount;
bool hasMissingStep = false;
for (std::size_t i = 0; i < a_Count; i++) {
if (!Step() && !hasMissingStep) {
hasMissingStep = true;
stepCount = i + 1;
}
}
std::cout << "Was behind " << (hasMissingStep ? stepCount : a_Count) << " ticks !\n";
return hasMissingStep ? stepCount : a_Count;
}
void ClientSimulation::FastReplay() {
if (m_LastValidStep + 1 >= m_CurrentStep)
return;
m_World->ResetSnapshots(m_LastSnapshot, m_LastSnapshot);
const std::size_t stepCount = m_CurrentStep - m_LastValidStep;
m_CurrentStep = m_LastValidStep;
if (FastForward(stepCount) == stepCount)
return;
std::vector missingSteps;
missingSteps.reserve(stepCount);
for (StepTime step = m_LastValidStep + 1; step < m_CurrentStep; step++) {
if (!m_History[step].has_value())
missingSteps.push_back(step);
}
OnMissingLockSteps(missingSteps);
}
} // namespace sim
} // namespace td
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