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#include "RemotePlayerOnServer.h"
#if defined(WITH_MULTIPLAYER)
#include "../Weapons/ShotBase.h"
#include "../../Multiplayer/MpLevelHandler.h"
#include "../../../nCine/Base/Clock.h"
namespace Jazz2::Actors::Multiplayer
{
RemotePlayerOnServer::RemotePlayerOnServer(std::shared_ptr<PeerDescriptor> peerDesc)
: _stateBufferPos(0), Flags(PlayerFlags::None), PressedKeys(0),
PressedKeysLast(0), UpdatedFrame(0)
{
_peerDesc = std::move(peerDesc);
_peerDesc->Player = this;
}
Task<bool> RemotePlayerOnServer::OnActivatedAsync(const ActorActivationDetails& details)
{
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 async_await PlayerOnServer::OnActivatedAsync(details);
}
void RemotePlayerOnServer::OnUpdate(float timeMult)
{
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;
}
std::int64_t timeRange = (_stateBuffer[nextIdx].Time - _stateBuffer[prevIdx].Time);
if (timeRange > 0) {
float lerp = (float)(renderTime - _stateBuffer[prevIdx].Time) / timeRange;
_displayPos = _stateBuffer[prevIdx].Pos + (_stateBuffer[nextIdx].Pos - _stateBuffer[prevIdx].Pos) * lerp;
} else {
_displayPos = _stateBuffer[nextIdx].Pos;
}
}
PlayerOnServer::OnUpdate(timeMult);
_renderer.setPosition(_displayPos);
}
bool RemotePlayerOnServer::IsContinuousJumpAllowed() const
{
return (Flags & PlayerFlags::EnableContinuousJump) == PlayerFlags::EnableContinuousJump;
}
bool RemotePlayerOnServer::IsLedgeClimbAllowed() const
{
return (_peerDesc->EnableLedgeClimb && PlayerOnServer::IsLedgeClimbAllowed());
}
bool RemotePlayerOnServer::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
// TODO: Remove this override
return PlayerOnServer::OnHandleCollision(other);
}
bool RemotePlayerOnServer::OnLevelChanging(Actors::ActorBase* initiator, ExitType exitType)
{
LevelExitingState lastState = _levelExiting;
bool success = PlayerOnServer::OnLevelChanging(initiator, exitType);
if (lastState == LevelExitingState::None && _health > 0) {
// Level changing just started, send the request to the player as WarpIn packet
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerLevelChanging(this, exitType);
}
return success;
}
PlayerCarryOver RemotePlayerOnServer::PrepareLevelCarryOver()
{
// Skip all remote players
return PlayerCarryOver{};
}
void RemotePlayerOnServer::SyncWithServer(Vector2f pos, Vector2f speed, PlayerFlags flags)
{
if (_health <= 0) {
// Don't sync dead players to avoid cheating
return;
}
Clock& c = nCine::clock();
std::int64_t now = c.now() * 1000 / c.frequency();
Flags = flags;
bool wasVisible = _renderer.isDrawEnabled();
// Visibility is not synced from the client, because it should be already almost in sync on the server
//_renderer.setDrawEnabled((flags & PlayerFlags::IsVisible) == PlayerFlags::IsVisible);
SetFacingLeft((flags & PlayerFlags::IsFacingLeft) == PlayerFlags::IsFacingLeft);
_isActivelyPushing = (flags & PlayerFlags::IsActivelyPushing) == PlayerFlags::IsActivelyPushing;
if (wasVisible) {
// 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;
}
// TODO: Set actual pos and speed to the newest value
_pos = pos;
_speed = speed;
}
void RemotePlayerOnServer::ForceResyncWithServer(Vector2f pos, Vector2f speed)
{
Clock& c = nCine::clock();
std::int64_t now = c.now() * 1000 / c.frequency();
_pos = pos;
_speed = speed;
for (std::size_t i = 0; i < arraySize(_stateBuffer); i++) {
_stateBuffer[i].Time = now;
_stateBuffer[i].Pos = pos;
}
}
void RemotePlayerOnServer::OnHitSpring(Vector2f pos, Vector2f force, bool keepSpeedX, bool keepSpeedY, bool& removeSpecialMove)
{
if (!static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSpring(this, pos, force, keepSpeedX, keepSpeedY)) {
return;
}
PlayerOnServer::OnHitSpring(pos, force, keepSpeedX, keepSpeedY, removeSpecialMove);
}
void RemotePlayerOnServer::WarpToPosition(Vector2f pos, WarpFlags flags)
{
PlayerOnServer::WarpToPosition(pos, flags);
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerBeforeWarp(this, pos, flags);
}
bool RemotePlayerOnServer::SetModifier(Modifier modifier, const std::shared_ptr<ActorBase>& decor)
{
if (!PlayerOnServer::SetModifier(modifier, decor)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetModifier(this, modifier, decor);
return true;
}
bool RemotePlayerOnServer::Freeze(float timeLeft)
{
if (!PlayerOnServer::Freeze(timeLeft)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerFreeze(this, timeLeft);
return true;
}
void RemotePlayerOnServer::SetInvulnerability(float timeLeft, InvulnerableType type)
{
PlayerOnServer::SetInvulnerability(timeLeft, type);
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetInvulnerability(this, timeLeft, type);
}
void RemotePlayerOnServer::AddScore(std::int32_t amount)
{
PlayerOnServer::AddScore(amount);
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetScore(this, _score);
}
bool RemotePlayerOnServer::AddHealth(std::int32_t amount)
{
if (!PlayerOnServer::AddHealth(amount)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetHealth(this, _health);
return true;
}
bool RemotePlayerOnServer::AddLives(std::int32_t count)
{
if (!PlayerOnServer::AddLives(count)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetLives(this, _lives);
return true;
}
bool RemotePlayerOnServer::AddAmmo(WeaponType weaponType, std::int16_t count)
{
if (!PlayerOnServer::AddAmmo(weaponType, count)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerRefreshAmmo(this, weaponType);
return true;
}
void RemotePlayerOnServer::AddWeaponUpgrade(WeaponType weaponType, std::uint8_t upgrade)
{
PlayerOnServer::AddWeaponUpgrade(weaponType, upgrade);
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerRefreshWeaponUpgrades(this, weaponType);
}
bool RemotePlayerOnServer::SetDizzy(float timeLeft)
{
bool success = PlayerOnServer::SetDizzy(timeLeft);
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetDizzy(this, timeLeft);
return success;
}
bool RemotePlayerOnServer::SetShield(ShieldType shieldType, float timeLeft)
{
if (!PlayerOnServer::SetShield(shieldType, timeLeft)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetShield(this, shieldType, timeLeft);
return true;
}
bool RemotePlayerOnServer::IncreaseShieldTime(float timeLeft)
{
if (!PlayerOnServer::IncreaseShieldTime(timeLeft)) {
return false;
}
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerSetShield(this, _activeShield, _activeShieldTime);
return true;
}
bool RemotePlayerOnServer::FireCurrentWeapon(WeaponType weaponType)
{
std::uint16_t prevAmmo = _weaponAmmo[(std::int32_t)weaponType];
bool success = PlayerOnServer::FireCurrentWeapon(weaponType);
if (prevAmmo != _weaponAmmo[(std::int32_t)weaponType]) {
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerRefreshAmmo(this, weaponType);
}
return success;
}
void RemotePlayerOnServer::EmitWeaponFlare()
{
PlayerOnServer::EmitWeaponFlare();
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerEmitWeaponFlare(this);
}
void RemotePlayerOnServer::SetCurrentWeapon(WeaponType weaponType, SetCurrentWeaponReason reason)
{
PlayerOnServer::SetCurrentWeapon(weaponType, reason);
static_cast<Jazz2::Multiplayer::MpLevelHandler*>(_levelHandler)->HandlePlayerWeaponChanged(this, reason);
}
}
#endif
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