-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathentity.py
More file actions
543 lines (473 loc) · 18.3 KB
/
entity.py
File metadata and controls
543 lines (473 loc) · 18.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
from panda3d.core import PandaNode,NodePath,TextNode,Vec3
from panda3d.core import CollisionRay, CollisionSphere, CollisionTube
from panda3d.core import CollisionNode, CollisionHandlerQueue, BitMask32
import random
from sprite import Sprite2d
CLIENT_SAMPLES_SAVED = 20 # client saves this many of most recent samples from the server
SERVER_SAMPLES_SAVED = 20 # server saves this many of most recent input samples per client
CLIENT_PREDICT_SAMPLES = 20 # client history depth for speculative input prediction - used for correction
CLIENT_RENDER_OFFSET = -0.05 # client's delay past (running average) arrival time to account for delay variation
SERVER_INPUT_OFFSET = -0.05 # server's delay sampling user input, to allow it to arrive
SHOW_COLLISIONS = False
BITMASK_EMPTY = BitMask32.allOff()
BITMASK_TERRAIN = BitMask32.bit(0)
BITMASK_CHARACTER = BitMask32.bit(31)
def lerp3Tup(weightOld, tup3Old, weightNew, tup3New):
if tup3Old:
return tuple([tup3New[i]*weightNew + tup3Old[i]*weightOld for i in range(3)])
return tup3New
def addState(samples, newTimeStamp, newDict, samplesSaved):
if len(samples)==0 or newTimeStamp > samples[-1][0]:
samples.append((newTimeStamp,newDict))
else:
for i in range(len(samples)):
if newTimeStamp > samples[i][0]:
samples.insert(i, (newTimeStamp,newDict))
break
samples = samples[-samplesSaved:]
def takeStateSample(samples, timeStamp):
#find the samples to represent
for i in range(len(samples)):
if timeStamp < samples[i][0]:
break
#print timeStamp, samples[i][0], samples[i-1][0]
if i == 0:
return (0, None, 1, samples[i][1])
#determine weights for linearly interpolated samples
timediff = samples[i][0] - samples[i-1][0]
assert timediff > 0
weights = (samples[i][0] - timeStamp)/timediff
weights = weights, 1-weights
return (weights[0], samples[i-1][1],
weights[1], samples[i][1])
def truncateStates(samples, timeStamp):
samples = [s for s in samples if s[0] < timeStamp]
class NetObj:
def getState(self):
return {'type':self.__class__.id}
class NetEnt(NetObj):
entities = {}
currentID = 1
types = {}
samples = [] # list of (timestamp,data) tuples
@staticmethod
def addGlobalState(newTimeStamp, newDict):
addState(NetEnt.samples, newTimeStamp, newDict, CLIENT_SAMPLES_SAVED)
@staticmethod
def takeGlobalStateSample(timeStamp, skipList=[]):
w0,s0,w1,s1 = takeStateSample(NetEnt.samples, timeStamp + CLIENT_RENDER_OFFSET)
NetEnt.setState(w0,s0,w1,s1, skipList)
def __init__(self, id=None):
if not id:
#print 'CREATING (id not asserted)'
id = NetEnt.currentID
NetEnt.currentID += 1
self.id = id
#print 'CREATING: Entities[',self.id,'] = ',self,'type=',self.__class__
assert self.id not in NetEnt.entities
NetEnt.entities[self.id] = self
@staticmethod
def registerSubclass(classval):
classval.id = len(NetEnt.types)
NetEnt.types[classval.id] = classval
@staticmethod
def getState():
d = {}
for id, ent in NetEnt.entities.iteritems():
#print 'getting state of ent',id,' ',ent
d[id] = ent.getState()
return d
@staticmethod
def setState(weightOld, stateDictOld,
weightNew, stateDictNew, skipList):
if weightOld < 0:
print 'extrapolating!'
# first pass at state data: create any entities that don't exist
# note: only create from newest stateDict
for id, entState in stateDictNew.iteritems():
if isinstance(entState, dict):
if id not in NetEnt.entities:
e = NetEnt.types[entState['type']](id=id)
# apply state in second pass (may depend on creation pass)
for id, entStateNew in stateDictNew.iteritems():
if isinstance(entStateNew, dict) and (id not in skipList): #ignore pools
entStateOld = stateDictOld.get(id, None) # interp if old available
NetEnt.entities[id].setState(weightOld, entStateOld,
weightNew, entStateNew)
# delete old entities (if they don't exist in early stateDict
for id in NetEnt.entities.keys():
if id not in stateDictNew:
#print 'deleting entity', id
if id in EffectPool.pool:
EffectPool.remove(NetEnt.entities[id])
if id in ProjectilePool.pool:
ProjectilePool.remove(NetEnt.entities[id])
if id in CharacterPool.pool:
CharacterPool.remove(NetEnt.entities[id])
if id in UserPool.pool:
UserPool.remove(NetEnt.entities[id])
del NetEnt.entities[id]
class NetPool(NetEnt):
def __init__(self, id=None):
NetEnt.__init__(self, id)
self.pool = set()
def getState(self):
return list(self.pool)
def setState(self, newPool):
#self.pool = set(newPool)
assert not 'Ahh, bad!'
def add(self, ent):
self.pool.add(ent.id)
def remove(self, ent):
self.pool.remove(ent.id)
def values(self):
return [NetEnt.entities[i] for i in self.pool]
NetEnt.registerSubclass(NetPool)
## simple usage below
class NetNodePath(NodePath):
def __init__(self, node):
NodePath.__init__(self, node)
self.rotationallyImmune = False
def getState(self):
pos = self.getPos()
return [str(self.getParent()),(pos[0],pos[1],pos[2]),self.getH()]
def setState(self, weightOld, dataOld, weightNew, dataNew):
par,pos,h = dataNew
if dataOld:
oldPar,oldPos,oldh = dataOld
pos = lerp3Tup(weightOld, oldPos, weightNew, pos)
h = h*weightNew + oldh*weightOld
#self.setParent(par) #todo: fix
self.setPos(pos[0],pos[1],pos[2])
if not self.rotationallyImmune:
self.setH(h)
EffectPool = NetPool()
class Effect(NetEnt):
def __init__(self, parentNode=None, id=None):
NetEnt.__init__(self, id)
self.node = NetNodePath(PandaNode('effect'))
if parentNode:
self.node.setPos(parentNode.getPos())
self.node.reparentTo(render)
EffectPool.add(self)
self.activeTime = 0
# collision
self.collisionHandler = CollisionHandlerQueue()
# set up 'from' collision - for detecting char hitting things
self.fromCollider = self.node.attachNewNode(CollisionNode('fromCollider'))
self.fromCollider.node().addSolid(CollisionSphere(0,0,0,1))
self.fromCollider.node().setIntoCollideMask(BITMASK_EMPTY)
self.fromCollider.node().setFromCollideMask(BITMASK_CHARACTER)
self.fromCollider.show()
Character.collisionTraverser.addCollider(self.fromCollider,self.collisionHandler)
def getState(self):
dataDict = NetObj.getState(self)
dataDict[0] = self.node.getState()
return dataDict
def setState(self, weightOld, dataDictOld, weightNew, dataDictNew):
oldNode = None if not dataDictOld else dataDictOld.get(0,None)
self.node.setState(weightOld, oldNode, weightNew, dataDictNew[0])
def movePostCollide(self, deltaT):
self.activeTime += deltaT
#self.collisionHandler.sortEntries()
ch = self.collisionHandler
for e in [ch.getEntry(i) for i in range(ch.getNumEntries())]:
charID = int(e.getIntoNode().getParent(0).getTag('ID'))
char = NetEnt.entities[charID]
dir = (e.getSurfacePoint(render) - self.node.getPos())
dir.normalize()
power = 20
char.xVelocity = power*(dir.getX())
char.yVelocity = power*(dir.getY())
char.vertVelocity = max(power*(dir.getZ()),5)
char.node.setZ(char.node.getZ()+0.5)
#print dir, char.xVelocity, char.yVelocity, char.vertVelocity
self.fromCollider.node().setFromCollideMask(BITMASK_EMPTY)
return self.activeTime < 0.5
def __del__(self):
#print 'explosion deleted'
self.node.removeNode()
NetEnt.registerSubclass(Effect)
ProjectilePool = NetPool()
class Projectile(NetEnt):
def __init__(self, parent=None, pitch=None, id=None):
NetEnt.__init__(self, id)
self.node = NetNodePath(PandaNode('projectile'))
if parent:
self.parent = parent
self.node.setPos(parent.node.getPos() + (0,0,1))
self.node.setHpr(parent.node.getHpr())
self.node.setP(pitch)
self.node.reparentTo(render)
ProjectilePool.add(self)
#print 'there are',len(ProjectilePool.values()),'projectiles'
self.flyTime = 0
self.sprite = Sprite2d('resources/missile.png', rows=3, cols=1, rowPerFace=(0,1,2,1), anchorY=Sprite2d.ALIGN_CENTER)
self.sprite.node.reparentTo(self.node)
# set up 'from' collisions - for detecting projectile hitting things
self.collisionHandler = CollisionHandlerQueue()
self.fromCollider = self.node.attachNewNode(CollisionNode('fromCollider'))
self.fromCollider.node().addSolid(CollisionRay(0,0,0,0,1,0))
self.fromCollider.node().setIntoCollideMask(BITMASK_EMPTY)
self.fromCollider.node().setFromCollideMask(BITMASK_TERRAIN | BITMASK_CHARACTER)
if SHOW_COLLISIONS:
self.fromCollider.show()
Character.collisionTraverser.addCollider(self.fromCollider,self.collisionHandler)
def getState(self):
dataDict = NetObj.getState(self)
dataDict[0] = self.node.getState()
return dataDict
def setState(self, weightOld, dataDictOld, weightNew, dataDictNew):
oldNode = None if not dataDictOld else dataDictOld.get(0,None)
self.node.setState(weightOld, oldNode, weightNew, dataDictNew[0])
def movePostCollide(self, deltaT):
desiredDistance = 30*deltaT
self.collisionHandler.sortEntries()
ch = self.collisionHandler
for e in [ch.getEntry(i) for i in range(ch.getNumEntries())]:
collisionDist = (self.node.getPos() - e.getSurfacePoint(render)).length()
if collisionDist > desiredDistance:
break
# only accept collisions that aren't with parent
if e.getIntoNode().getParent(0).getTag('ID') != str(self.parent.id):
return False
self.node.setY(self.node, desiredDistance)
self.flyTime += deltaT
return self.flyTime < 4
def __del__(self):
#print 'PROJECTILE BEING REMOVED'
self.node.removeNode()
NetEnt.registerSubclass(Projectile)
CharacterPool = NetPool()
class Character(NetEnt):
startPosition = None
collisionTraverser = None
def __init__(self, name='NONAME', id=None):
NetEnt.__init__(self, id)
self.node = NetNodePath(PandaNode('A Character'))
self.node.setTag('ID',str(self.id))
if not id:
self.spawn()
self.node.reparentTo(render)
CharacterPool.add(self)
self.xVelocity = 0
self.yVelocity = 0
self.vertVelocity = None
self.duck = False
self.deltaT = 0
self.sprite = Sprite2d('resources/origsprite.png', rows=3, cols=8, rowPerFace=(0,1,2,1))
self.sprite.createAnim('walk',(1,0,2,0))
self.sprite.createAnim('kick',(5,6,7,6,5))
self.sprite.node.reparentTo(self.node)
# set up character's name label
self.nameNode = NodePath(TextNode('Char Name'))
self.nameNode.node().setText(name)
self.nameNode.node().setAlign(TextNode.ACenter)
self.nameNode.node().setCardColor(0.2, 0.2, 0.2, 0.5)
self.nameNode.node().setCardAsMargin(0, 0, 0, 0)
self.nameNode.node().setCardDecal(True)
self.nameNode.setZ(1.7)
self.nameNode.setScale(0.2)
self.nameNode.setBillboardAxis()
self.nameNode.reparentTo(self.node)
# collision
self.collisionHandler = CollisionHandlerQueue()
# set up 'from' collision - for detecting char hitting things
self.fromCollider = self.node.attachNewNode(CollisionNode('fromCollider'))
self.fromCollider.node().addSolid(CollisionRay(0,0,2,0,0,-1))
self.fromCollider.node().setIntoCollideMask(BITMASK_EMPTY)
self.fromCollider.node().setFromCollideMask(BITMASK_TERRAIN)
if SHOW_COLLISIONS:
self.fromCollider.show()
Character.collisionTraverser.addCollider(self.fromCollider,self.collisionHandler)
# set up 'into' collision - for detecting things hitting char
self.intoCollider = self.node.attachNewNode(CollisionNode('intoCollider'))
self.intoCollider.node().addSolid(CollisionTube(0,0,0.5,0,0,1,0.5))
self.intoCollider.node().setIntoCollideMask(BITMASK_CHARACTER)
self.intoCollider.node().setFromCollideMask(BITMASK_EMPTY)
if SHOW_COLLISIONS:
self.intoCollider.show()
self.oldPosition = self.node.getPos()
self.collisionZ = self.node.getZ()
# set up weapons
self.sinceShoot = 10
# speculated client history - used for input prediction
self.posHistory = []
def spawn(self):
#spawn randomly near startPosition, or another character
startPos = random.choice([c.node.getPos() for c in CharacterPool.values()] + [Character.startPosition])
self.node.setPos(startPos + Vec3(random.uniform(-3,3),random.uniform(-3,3),3))
def __del__(self):
print 'CHARACTER BEING REMOVED'
self.node.removeNode()
def getState(self):
dataDict = NetObj.getState(self)
dataDict[0] = self.node.getState()
dataDict[1] = self.nameNode.node().getText()
dataDict[2] = self.sinceShoot
return dataDict
def setState(self, weightOld, dataOld, weightNew, dataNew):
oldPos = self.node.getPos()
#interpolate position
oldState = dataOld.get(0,None)
self.node.setState(weightOld, oldState, weightNew, dataNew[0])
self.nameNode.node().setText(dataNew[1])
self.sinceShoot = dataNew[2]
self.animate(oldPos, self.node.getPos())
def animate(self, oldPos, newPos):
if self.duck:
self.sprite.setFrame(4)
elif self.sinceShoot < .5:
self.sprite.playAnim('kick', loop=True)
elif self.vertVelocity:
self.sprite.setFrame(3)
elif (newPos - oldPos).length() > 0.001:
self.sprite.playAnim('walk', loop=True)
else:
self.sprite.setFrame(0)
def applyControl(self, deltaT, controlData, isLocal, timeStamp=None):
h, p, deltaX, deltaY, jump, duck, shoot = controlData
if not isLocal:
self.node.setH(h) # also setP(p) if you want char to pitch up and down
self.oldPosition = self.node.getPos()
#print 'setting deltaT for', self.id
self.deltaT = deltaT
speed = 10 if self.nameNode.node().getText()[:3]!='Zom' else 3
# handle movement
self.duck = duck
# movement relative to heading
self.node.setX(self.node, deltaX * speed * deltaT)
self.node.setY(self.node, deltaY * speed * deltaT)
# absolute movement from velocity
self.node.setX(self.node.getX() + self.xVelocity*deltaT)
self.node.setY(self.node.getY() + self.yVelocity*deltaT)
#timeStamp indicates localclient, don't do actual jumping/shooting client side (yet)
#todo: handle client animation
if timeStamp:
return
#handle jumping input
if jump and self.vertVelocity == None:
self.vertVelocity = 10
#handle SHOOT
self.sinceShoot += deltaT
if shoot and self.sinceShoot > 0.5:
self.sinceShoot = 0
Projectile(self, pitch=p)
def applyCorrection(self, currentTimeStamp):
# add char's state to the speculative history
addState(self.posHistory, currentTimeStamp, self.node.getPos(), CLIENT_PREDICT_SAMPLES)
# apply most recent server update of local player as correction
correctTime, lastUpdateValue = NetEnt.samples[-1]
correctPosition = lastUpdateValue[self.id][0][1] #0 is char's node, 1 is node's pos
w0,s0,w1,s1 = takeStateSample(self.posHistory, correctTime)
specPosition = lerp3Tup(w0,s0,w1,s1)
print 'spec:', specPosition, ', correct:', correctPosition
error = Vec3(correctPosition) - Vec3(specPosition)
print 'error is ',error,
if error.length() > 5:
#aggressive error handling: delete incorrect history
truncateStates(self.posHistory, correctTime)
self.node.setPos(correctPosition)
print 'super correct'
else:
#simple error handling
if error.length() > 0.1:
error.normalize()
error *= 0.1
for timepos in self.posHistory:
for i in range(3):
timepos[1][i] += error[i]
self.node.setPos(self.node.getPos()+error)
print
#animate the sprite
self.animate(self.node.getPos(),self.oldPosition)
def attemptMove(self):
ch = self.collisionHandler
entries = [ch.getEntry(i) for i in range(ch.getNumEntries())]
entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
x.getSurfacePoint(render).getZ()))
updateReject = True
updateZ = None
if len(entries) > 0:
zDelta = entries[0].getSurfacePoint(render).getZ() - self.oldPosition.getZ()
yDelta = (self.node.getPos() - self.oldPosition).length()
if zDelta < yDelta*1.8 + 0.0001:
# allow movement up the slope
self.collisionZ = entries[0].getSurfacePoint(render).getZ()
return True
return False
def postCollide(self):
if not self.attemptMove():
# either nothing to stand on, or floor was too steep
self.node.setPos(self.oldPosition)
if self.vertVelocity != None:
# handle vertical velocity
jumpZ = self.node.getZ() + self.vertVelocity * self.deltaT
if jumpZ > self.collisionZ:
# still flying through the air
self.vertVelocity -= 40 * self.deltaT
else:
# hit the ground
self.xVelocity, self.yVelocity = 0,0
self.vertVelocity = None
self.node.setZ(max(self.collisionZ,jumpZ))
elif self.node.getZ() - 0.1 > self.collisionZ:
# stepped off a cliff: start falling
self.vertVelocity = 0
else:
# didn't jump, or fall off cliff: stick to ground
self.node.setZ(self.collisionZ)
# animate the sprite
self.animate(self.node.getPos(),self.oldPosition)
NetEnt.registerSubclass(Character)
UserPool = NetPool()
class User(NetEnt):
def __init__(self, id=None, address=None, name='NONAME'):
NetEnt.__init__(self, id)
self.points = 0
if address:
self.address = address
self.last = None
if not id:
# as client never create member NetEnt, it will be passed from server.
self.char = Character(name)
self.controlSamples = [(0,[0,0,0,0,0,0,0])]
UserPool.add(self)
def takeControlStateSample(self, timeStamp):
w0,s0,w1,s1 = takeStateSample(self.controlSamples, timeStamp + SERVER_INPUT_OFFSET)
return s1
def addControlState(self, newTimeStamp, newDict):
addState(self.controlSamples, newTimeStamp, newDict, SERVER_SAMPLES_SAVED)
def __del__(self):
print 'USER BEING REMOVED'
def getState(self):
dataDict = NetObj.getState(self)
try:
dataDict[0] = self.char.id
except AttributeError:
dataDict[0] = None
dataDict[1] = self.points
return dataDict
def setState(self, weightOld, dataOld, weightNew, dataDictNew):
self.char = NetEnt.entities[dataDictNew[0]]
self.points = dataDictNew[1]
NetEnt.registerSubclass(User)
import rencode
if __name__ == '__main__':
#common
chars = NetPool()
#client
state = {1:[2,3], 2:{'type':1, 0:('(empty)',[0.1,0.2,0.3]), 1:'charname'}}
strstate = rencode.dumps(state)
print len(strstate)
print strstate
state = rencode.loads(strstate)
NetEnt.setState(state)
#server
#for i in range(10):
# chars.add(Character())
print NetEnt.entities
print NetEnt.types
x = NetEnt.getState()
print len(rencode.dumps(x))
print x