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#include "RemoteActor.h"
#if defined(WITH_MULTIPLAYER)
#include "../../../nCine/Base/Clock.h"
namespace Jazz2::Actors::Multiplayer
{
RemoteActor::RemoteActor()
: _stateBufferPos(0), _lastAnim(AnimState::Idle), _isAttachedLocally(false)
{
}
Task<bool> RemoteActor::OnActivatedAsync(const ActorActivationDetails& details)
{
SetState(ActorState::PreserveOnRollback, true);
SetState(ActorState::CanBeFrozen | ActorState::CollideWithTileset | ActorState::ApplyGravitation, false);
Clock& c = nCine::clock();
std::uint64_t now = c.now() * 1000 / c.frequency();
for (std::int32_t i = 0; i < std::int32_t(arraySize(_stateBuffer)); i++) {
_stateBuffer[i].Time = now - arraySize(_stateBuffer) + i;
_stateBuffer[i].Pos = Vector2f(details.Pos.X, details.Pos.Y);
}
async_return true;
}
void RemoteActor::OnUpdate(float timeMult)
{
if (!_isAttachedLocally) {
Clock& c = nCine::clock();
std::int64_t now = c.now() * 1000 / c.frequency();
std::int64_t renderTime = now - ServerDelay;
std::int32_t nextIdx = _stateBufferPos - 1;
if (nextIdx < 0) {
nextIdx += std::int32_t(arraySize(_stateBuffer));
}
if (renderTime <= _stateBuffer[nextIdx].Time) {
std::int32_t prevIdx;
while (true) {
prevIdx = nextIdx - 1;
if (prevIdx < 0) {
prevIdx += std::int32_t(arraySize(_stateBuffer));
}
if (prevIdx == _stateBufferPos || _stateBuffer[prevIdx].Time <= renderTime) {
break;
}
nextIdx = prevIdx;
}
Vector2f pos;
std::int64_t timeRange = (_stateBuffer[nextIdx].Time - _stateBuffer[prevIdx].Time);
if (timeRange > 0) {
float lerp = (float)(renderTime - _stateBuffer[prevIdx].Time) / timeRange;
pos = _stateBuffer[prevIdx].Pos + (_stateBuffer[nextIdx].Pos - _stateBuffer[prevIdx].Pos) * lerp;
} else {
pos = _stateBuffer[nextIdx].Pos;
}
MoveInstantly(pos, MoveType::Absolute | MoveType::Force);
}
}
ActorBase::OnUpdate(timeMult);
}
void RemoteActor::OnAttach(ActorBase* parent)
{
_isAttachedLocally = true;
}
void RemoteActor::OnDetach(ActorBase* parent)
{
_isAttachedLocally = false;
}
void RemoteActor::AssignMetadata(std::uint8_t flags, ActorState state, StringView path, AnimState anim, float rotation, float scaleX, float scaleY, ActorRendererType rendererType)
{
constexpr ActorState RemotedFlags = ActorState::Illuminated | ActorState::IsInvulnerable |
ActorState::CollideWithOtherActors | ActorState::CollideWithSolidObjects | ActorState::IsSolidObject |
ActorState::CollideWithTilesetReduced | ActorState::CollideWithSolidObjectsBelow | ActorState::ExcludeSimilar;
RequestMetadata(path);
SetAnimation(anim);
SetState((GetState() & ~RemotedFlags) | (state & RemotedFlags));
_renderer.Initialize(rendererType);
_renderer.setRotation(rotation);
SyncMiscWithServer(flags);
}
void RemoteActor::SyncPositionWithServer(Vector2f pos)
{
Clock& c = nCine::clock();
std::int64_t now = c.now() * 1000 / c.frequency();
if (_renderer.isDrawEnabled()) {
// Actor is still visible, enable interpolation
_stateBuffer[_stateBufferPos].Time = now;
_stateBuffer[_stateBufferPos].Pos = pos;
} else {
// Actor was hidden before, reset state buffer to disable interpolation
std::int32_t stateBufferPrevPos = _stateBufferPos - 1;
if (stateBufferPrevPos < 0) {
stateBufferPrevPos += std::int32_t(arraySize(_stateBuffer));
}
std::int64_t renderTime = now - ServerDelay;
_stateBuffer[stateBufferPrevPos].Time = renderTime;
_stateBuffer[stateBufferPrevPos].Pos = pos;
_stateBuffer[_stateBufferPos].Time = renderTime;
_stateBuffer[_stateBufferPos].Pos = pos;
}
_stateBufferPos++;
if (_stateBufferPos >= std::int32_t(arraySize(_stateBuffer))) {
_stateBufferPos = 0;
}
}
void RemoteActor::SyncAnimationWithServer(AnimState anim, float rotation, float scaleX, float scaleY, Actors::ActorRendererType rendererType)
{
if (_lastAnim != anim) {
_lastAnim = anim;
SetAnimation(anim);
}
_renderer.setRotation(rotation);
_renderer.setScale(scaleX, scaleY);
_renderer.Initialize(rendererType);
}
void RemoteActor::SyncMiscWithServer(std::uint8_t flags)
{
_renderer.setDrawEnabled((flags & 0x04) != 0);
_renderer.AnimPaused = (flags & 0x08) != 0;
SetFacingLeft((flags & 0x10) != 0);
_renderer.setFlippedY((flags & 0x20) != 0);
bool justWarped = (flags & 0x40) != 0;
if (justWarped) {
Clock& c = nCine::clock();
std::int64_t now = c.now() * 1000 / c.frequency();
std::int32_t stateBufferPrevPos = _stateBufferPos - 1;
if (stateBufferPrevPos < 0) {
stateBufferPrevPos += std::int32_t(arraySize(_stateBuffer));
}
Vector2f pos = _stateBuffer[stateBufferPrevPos].Pos;
for (std::size_t i = 0; i < arraySize(_stateBuffer); i++) {
_stateBuffer[i].Time = now;
_stateBuffer[i].Pos = pos;
}
}
}
}
#endif
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