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6 Commits

Author SHA1 Message Date
Vladislav Khorev
be2aa76f8b Working on server optimization 2026-02-26 22:26:43 +03:00
Vladislav Khorev
e8f1786a2a merge 2026-02-26 21:22:38 +03:00
Vladislav Khorev
e30f8a4c70 merge 2026-02-26 21:10:27 +03:00
Vladislav Khorev
f8642efa23 merge 2026-02-26 21:02:16 +03:00
5da5a754fe add configurable HUD crosshair 2026-02-26 01:49:49 +06:00
fb1b0a1c2e Lead Indicator fix 2026-02-25 22:18:47 +06:00
16 changed files with 552 additions and 294 deletions

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@ -0,0 +1,21 @@
{
"enabled": true,
"referenceResolution": [1280, 720],
"color": [1.0, 1.0, 1.0],
"cl_crosshairalpha": 1.0,
"cl_crosshairthickness": 2.0,
"centerGapPx": 10.0,
"top": {
"lengthPx": 14.0,
"angleDeg": 90.0
},
"arms": [
{ "lengthPx": 20.0, "angleDeg": 210.0 },
{ "lengthPx": 20.0, "angleDeg": 330.0 }
]
}

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resources/multiplayer_menu/Backbutton.png (Stored with Git LFS)

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resources/multiplayer_menu/Button.png (Stored with Git LFS)

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resources/multiplayer_menu/Button2.png (Stored with Git LFS)

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resources/multiplayer_menu/Button3.png (Stored with Git LFS)

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resources/multiplayer_menu/JoinServer.png (Stored with Git LFS)

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resources/multiplayer_menu/ServerName.png (Stored with Git LFS)

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resources/multiplayer_menu/title.png (Stored with Git LFS)

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@ -323,7 +323,6 @@ private:
receivedState.shipType = this->shipType;
timedClientStates.add_state(receivedState);
retranslateMessage(cleanMessage);
}
else if (type == "RESPAWN") {
{
@ -433,16 +432,6 @@ private:
}
}
void retranslateMessage(const std::string& msg) {
std::string event_msg = "EVENT:" + std::to_string(id_) + ":" + msg;
std::lock_guard<std::mutex> lock(g_sessions_mutex);
for (auto& session : g_sessions) {
if (session->get_id() != id_) {
session->send_message(event_msg);
}
}
}
};
void broadcastToAll(const std::string& message) {
@ -454,273 +443,257 @@ void broadcastToAll(const std::string& message) {
void update_world(net::steady_timer& timer, net::io_context& ioc) {
static auto last_snapshot_time = std::chrono::steady_clock::now();
auto now = std::chrono::steady_clock::now();
/*static uint64_t lastTickCount = 0;
static auto last_snapshot_time = std::chrono::system_clock::now();
if (lastTickCount == 0) {
//lastTickCount = SDL_GetTicks64();
lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count();
auto now = std::chrono::system_clock::now();
uint64_t now_ms = static_cast<uint64_t>(
std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count());
lastTickCount = (lastTickCount / 50) * 50;
return;
}
auto newTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count();
newTickCount = (newTickCount / 50) * 50;
int64_t deltaMs = static_cast<int64_t>(newTickCount - lastTickCount);
std::chrono::system_clock::time_point nowRounded = std::chrono::system_clock::time_point(std::chrono::milliseconds(newTickCount));
*/
// For each player
// Get letest state + add time (until newTickCount)
// Calculate if collisions with boxes
// Рассылка Snapshot раз в 1000мс
/*
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_snapshot_time).count() >= 1000) {
// --- Snapshot every 500ms ---
/*if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_snapshot_time).count() >= 500) {
last_snapshot_time = now;
auto system_now = std::chrono::system_clock::now();
std::string snapshot_msg = "SNAPSHOT:" + std::to_string(
std::chrono::duration_cast<std::chrono::milliseconds>(
system_now.time_since_epoch()).count()
);
std::string snapshot_msg = "SNAPSHOT:" + std::to_string(now_ms);
std::lock_guard<std::mutex> lock(g_sessions_mutex);
// Формируем общую строку состояний всех игроков
for (auto& session : g_sessions) {
ClientState st = session->get_latest_state(system_now);
ClientState st = session->get_latest_state(now);
snapshot_msg += "|" + std::to_string(session->get_id()) + ":" + st.formPingMessageContent();
}
for (auto& session : g_sessions) {
session->send_message(snapshot_msg);
}
}*/
const std::chrono::milliseconds interval(50);
timer.expires_after(interval);
// --- Tick: broadcast each player's latest state to all others (20Hz) ---
// Send the raw last-known state with its original timestamp, NOT an extrapolated one.
// Extrapolating here causes snap-back: if a player stops rotating, the server would
// keep sending over-rotated positions until the new state arrives, then B snaps back.
{
std::lock_guard<std::mutex> lock(g_sessions_mutex);
for (auto& sender : g_sessions) {
if (sender->timedClientStates.timedStates.empty()) continue;
timer.async_wait([&](const boost::system::error_code& ec) {
if (ec) return;
const ClientState& st = sender->timedClientStates.timedStates.back();
uint64_t stateTime = static_cast<uint64_t>(
std::chrono::duration_cast<std::chrono::milliseconds>(
st.lastUpdateServerTime.time_since_epoch()).count());
auto now = std::chrono::system_clock::now();
uint64_t now_ms = static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count());
std::string event_msg = "EVENT:" + std::to_string(sender->get_id()) +
":UPD:" + std::to_string(stateTime) + ":" + st.formPingMessageContent();
std::vector<DeathInfo> deathEvents;
{
std::lock_guard<std::mutex> pl(g_projectiles_mutex);
std::vector<int> indicesToRemove;
float dt = 50.0f / 1000.0f;
for (size_t i = 0; i < g_projectiles.size(); ++i) {
auto& pr = g_projectiles[i];
pr.pos += pr.vel * dt;
if (now_ms > pr.spawnMs + static_cast<uint64_t>(pr.lifeMs)) {
indicesToRemove.push_back(static_cast<int>(i));
continue;
}
bool hitDetected = false;
{
std::lock_guard<std::mutex> lm(g_sessions_mutex);
std::lock_guard<std::mutex> gd(g_dead_mutex);
for (auto& session : g_sessions) {
int targetId = session->get_id();
if (targetId == pr.shooterId) continue;
if (g_dead_players.find(targetId) != g_dead_players.end()) continue;
ClientState targetState;
if (!session->fetchStateAtTime(now, targetState)) continue;
Eigen::Vector3f diff = pr.pos - targetState.position;
const float shipRadius = 15.0f;
const float projectileRadius = 1.5f;
float combinedRadius = shipRadius + projectileRadius;
if (diff.squaredNorm() <= combinedRadius * combinedRadius) {
DeathInfo death;
death.targetId = targetId;
death.serverTime = now_ms;
death.position = pr.pos;
death.killerId = pr.shooterId;
deathEvents.push_back(death);
g_dead_players.insert(targetId);
indicesToRemove.push_back(static_cast<int>(i));
hitDetected = true;
std::cout << "Server: *** HIT DETECTED! ***" << std::endl;
std::cout << "Server: Projectile at ("
<< pr.pos.x() << ", " << pr.pos.y() << ", " << pr.pos.z()
<< ") hit player " << targetId << std::endl;
break;
}
}
}
if (hitDetected) continue;
}
if (!indicesToRemove.empty()) {
std::sort(indicesToRemove.rbegin(), indicesToRemove.rend());
for (int idx : indicesToRemove) {
if (idx >= 0 && idx < (int)g_projectiles.size()) {
g_projectiles.erase(g_projectiles.begin() + idx);
}
for (auto& receiver : g_sessions) {
if (receiver->get_id() != sender->get_id()) {
receiver->send_message(event_msg);
}
}
}
}
{
std::lock_guard<std::mutex> bm(g_boxes_mutex);
//const float projectileHitRadius = 1.5f;
const float projectileHitRadius = 5.0f;
const float boxCollisionRadius = 2.0f;
// --- Tick: projectile movement and hit detection ---
const float dt = 50.0f / 1000.0f;
std::vector<DeathInfo> deathEvents;
std::vector<std::pair<size_t, size_t>> boxProjectileCollisions;
{
std::lock_guard<std::mutex> pl(g_projectiles_mutex);
std::vector<int> indicesToRemove;
for (size_t bi = 0; bi < g_serverBoxes.size(); ++bi) {
if (g_serverBoxes[bi].destroyed) continue;
for (size_t i = 0; i < g_projectiles.size(); ++i) {
auto& pr = g_projectiles[i];
Eigen::Vector3f boxWorld = g_serverBoxes[bi].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
pr.pos += pr.vel * dt;
for (size_t pi = 0; pi < g_projectiles.size(); ++pi) {
const auto& pr = g_projectiles[pi];
Eigen::Vector3f diff = pr.pos - boxWorld;
//std::cout << "diff norm is " << diff.norm() << std::endl;
float thresh = boxCollisionRadius + projectileHitRadius;
if (diff.squaredNorm() <= thresh * thresh) {
boxProjectileCollisions.push_back({ bi, pi });
}
}
if (now_ms > pr.spawnMs + static_cast<uint64_t>(pr.lifeMs)) {
indicesToRemove.push_back(static_cast<int>(i));
continue;
}
for (const auto& [boxIdx, projIdx] : boxProjectileCollisions) {
g_serverBoxes[boxIdx].destroyed = true;
bool hitDetected = false;
Eigen::Vector3f boxWorld = g_serverBoxes[boxIdx].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
BoxDestroyedInfo destruction;
destruction.boxIndex = static_cast<int>(boxIdx);
destruction.serverTime = now_ms;
destruction.position = boxWorld;
destruction.destroyedBy = g_projectiles[projIdx].shooterId;
{
std::lock_guard<std::mutex> dm(g_boxDestructions_mutex);
g_boxDestructions.push_back(destruction);
}
std::cout << "Server: Box " << boxIdx << " destroyed by projectile from player "
<< g_projectiles[projIdx].shooterId << std::endl;
}
}
{
std::lock_guard<std::mutex> bm(g_boxes_mutex);
std::lock_guard<std::mutex> lm(g_sessions_mutex);
const float shipCollisionRadius = 15.0f;
const float boxCollisionRadius = 2.0f;
for (size_t bi = 0; bi < g_serverBoxes.size(); ++bi) {
if (g_serverBoxes[bi].destroyed) continue;
Eigen::Vector3f boxWorld = g_serverBoxes[bi].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
{
std::lock_guard<std::mutex> lm(g_sessions_mutex);
std::lock_guard<std::mutex> gd(g_dead_mutex);
for (auto& session : g_sessions) {
{
std::lock_guard<std::mutex> gd(g_dead_mutex);
if (g_dead_players.find(session->get_id()) != g_dead_players.end()) {
continue;
}
}
int targetId = session->get_id();
ClientState shipState;
if (!session->fetchStateAtTime(now, shipState)) continue;
if (targetId == pr.shooterId) continue;
if (g_dead_players.find(targetId) != g_dead_players.end()) continue;
Eigen::Vector3f diff = shipState.position - boxWorld;
float thresh = shipCollisionRadius + boxCollisionRadius;
ClientState targetState;
if (!session->fetchStateAtTime(now, targetState)) continue;
if (diff.squaredNorm() <= thresh * thresh) {
g_serverBoxes[bi].destroyed = true;
Eigen::Vector3f diff = pr.pos - targetState.position;
const float shipRadius = 15.0f;
const float projectileRadius = 1.5f;
float combinedRadius = shipRadius + projectileRadius;
BoxDestroyedInfo destruction;
destruction.boxIndex = static_cast<int>(bi);
destruction.serverTime = now_ms;
destruction.position = boxWorld;
destruction.destroyedBy = session->get_id();
if (diff.squaredNorm() <= combinedRadius * combinedRadius) {
DeathInfo death;
death.targetId = targetId;
death.serverTime = now_ms;
death.position = pr.pos;
death.killerId = pr.shooterId;
{
std::lock_guard<std::mutex> dm(g_boxDestructions_mutex);
g_boxDestructions.push_back(destruction);
}
deathEvents.push_back(death);
g_dead_players.insert(targetId);
indicesToRemove.push_back(static_cast<int>(i));
hitDetected = true;
std::cout << "Server: Box " << bi << " destroyed by ship collision with player "
<< session->get_id() << std::endl;
std::cout << "Server: *** HIT DETECTED! ***" << std::endl;
std::cout << "Server: Projectile at ("
<< pr.pos.x() << ", " << pr.pos.y() << ", " << pr.pos.z()
<< ") hit player " << targetId << std::endl;
break;
}
}
}
if (hitDetected) continue;
}
if (!deathEvents.empty()) {
for (const auto& death : deathEvents) {
std::string deadMsg = "DEAD:" +
std::to_string(death.serverTime) + ":" +
std::to_string(death.targetId) + ":" +
std::to_string(death.position.x()) + ":" +
std::to_string(death.position.y()) + ":" +
std::to_string(death.position.z()) + ":" +
std::to_string(death.killerId);
if (!indicesToRemove.empty()) {
std::sort(indicesToRemove.rbegin(), indicesToRemove.rend());
for (int idx : indicesToRemove) {
if (idx >= 0 && idx < (int)g_projectiles.size()) {
g_projectiles.erase(g_projectiles.begin() + idx);
}
}
}
}
broadcastToAll(deadMsg);
// --- Tick: box-projectile collisions ---
{
std::lock_guard<std::mutex> bm(g_boxes_mutex);
const float projectileHitRadius = 5.0f;
const float boxCollisionRadius = 2.0f;
std::cout << "Server: Sent DEAD event - Player " << death.targetId
<< " killed by " << death.killerId << std::endl;
std::vector<std::pair<size_t, size_t>> boxProjectileCollisions;
for (size_t bi = 0; bi < g_serverBoxes.size(); ++bi) {
if (g_serverBoxes[bi].destroyed) continue;
Eigen::Vector3f boxWorld = g_serverBoxes[bi].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
for (size_t pi = 0; pi < g_projectiles.size(); ++pi) {
const auto& pr = g_projectiles[pi];
Eigen::Vector3f diff = pr.pos - boxWorld;
float thresh = boxCollisionRadius + projectileHitRadius;
if (diff.squaredNorm() <= thresh * thresh) {
boxProjectileCollisions.push_back({ bi, pi });
}
}
}
{
std::lock_guard<std::mutex> dm(g_boxDestructions_mutex);
for (const auto& destruction : g_boxDestructions) {
std::string boxMsg = "BOX_DESTROYED:" +
std::to_string(destruction.boxIndex) + ":" +
std::to_string(destruction.serverTime) + ":" +
std::to_string(destruction.position.x()) + ":" +
std::to_string(destruction.position.y()) + ":" +
std::to_string(destruction.position.z()) + ":" +
std::to_string(destruction.destroyedBy);
for (const auto& [boxIdx, projIdx] : boxProjectileCollisions) {
g_serverBoxes[boxIdx].destroyed = true;
broadcastToAll(boxMsg);
std::cout << "Server: Broadcasted BOX_DESTROYED for box " << destruction.boxIndex << std::endl;
Eigen::Vector3f boxWorld = g_serverBoxes[boxIdx].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
BoxDestroyedInfo destruction;
destruction.boxIndex = static_cast<int>(boxIdx);
destruction.serverTime = now_ms;
destruction.position = boxWorld;
destruction.destroyedBy = g_projectiles[projIdx].shooterId;
{
std::lock_guard<std::mutex> dm(g_boxDestructions_mutex);
g_boxDestructions.push_back(destruction);
}
g_boxDestructions.clear();
}
std::cout << "Server: Box " << boxIdx << " destroyed by projectile from player "
<< g_projectiles[projIdx].shooterId << std::endl;
}
}
// --- Tick: box-ship collisions ---
{
std::lock_guard<std::mutex> bm(g_boxes_mutex);
std::lock_guard<std::mutex> lm(g_sessions_mutex);
const float shipCollisionRadius = 15.0f;
const float boxCollisionRadius = 2.0f;
for (size_t bi = 0; bi < g_serverBoxes.size(); ++bi) {
if (g_serverBoxes[bi].destroyed) continue;
Eigen::Vector3f boxWorld = g_serverBoxes[bi].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
for (auto& session : g_sessions) {
{
std::lock_guard<std::mutex> gd(g_dead_mutex);
if (g_dead_players.find(session->get_id()) != g_dead_players.end()) {
continue;
}
}
ClientState shipState;
if (!session->fetchStateAtTime(now, shipState)) continue;
Eigen::Vector3f diff = shipState.position - boxWorld;
float thresh = shipCollisionRadius + boxCollisionRadius;
if (diff.squaredNorm() <= thresh * thresh) {
g_serverBoxes[bi].destroyed = true;
BoxDestroyedInfo destruction;
destruction.boxIndex = static_cast<int>(bi);
destruction.serverTime = now_ms;
destruction.position = boxWorld;
destruction.destroyedBy = session->get_id();
{
std::lock_guard<std::mutex> dm(g_boxDestructions_mutex);
g_boxDestructions.push_back(destruction);
}
std::cout << "Server: Box " << bi << " destroyed by ship collision with player "
<< session->get_id() << std::endl;
break;
}
}
}
}
// --- Broadcast deaths ---
for (const auto& death : deathEvents) {
std::string deadMsg = "DEAD:" +
std::to_string(death.serverTime) + ":" +
std::to_string(death.targetId) + ":" +
std::to_string(death.position.x()) + ":" +
std::to_string(death.position.y()) + ":" +
std::to_string(death.position.z()) + ":" +
std::to_string(death.killerId);
broadcastToAll(deadMsg);
std::cout << "Server: Sent DEAD event - Player " << death.targetId
<< " killed by " << death.killerId << std::endl;
}
// --- Broadcast box destructions ---
{
std::lock_guard<std::mutex> dm(g_boxDestructions_mutex);
for (const auto& destruction : g_boxDestructions) {
std::string boxMsg = "BOX_DESTROYED:" +
std::to_string(destruction.boxIndex) + ":" +
std::to_string(destruction.serverTime) + ":" +
std::to_string(destruction.position.x()) + ":" +
std::to_string(destruction.position.y()) + ":" +
std::to_string(destruction.position.z()) + ":" +
std::to_string(destruction.destroyedBy);
broadcastToAll(boxMsg);
std::cout << "Server: Broadcasted BOX_DESTROYED for box " << destruction.boxIndex << std::endl;
}
g_boxDestructions.clear();
}
// --- Schedule next tick in 50ms ---
timer.expires_after(std::chrono::milliseconds(50));
timer.async_wait([&timer, &ioc](const boost::system::error_code& ec) {
if (ec) return;
update_world(timer, ioc);
});
}

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@ -361,6 +361,19 @@ namespace ZL
throw std::runtime_error("Failed to load spark emitter config file!");
}
crosshairCfgLoaded = loadCrosshairConfig("resources/config/crosshair_config.json");
std::cerr << "[Crosshair] loaded=" << crosshairCfgLoaded
<< " enabled=" << crosshairCfg.enabled
<< " w=" << Environment::width << " h=" << Environment::height
<< " alpha=" << crosshairCfg.alpha
<< " thickness=" << crosshairCfg.thicknessPx
<< " gap=" << crosshairCfg.gapPx << "\n";
if (!crosshairCfgLoaded) {
std::cerr << "Failed to load crosshair_config.json, using defaults\n";
}
textRenderer = std::make_unique<ZL::TextRenderer>();
if (!textRenderer->init(renderer, "resources/fonts/DroidSans.ttf", 32, CONST_ZIP_FILE)) {
std::cerr << "Failed to init TextRenderer\n";
@ -597,6 +610,7 @@ namespace ZL
drawBoxesLabels();
drawShip();
drawCrosshair();
drawTargetHud();
CheckGlError();
}
@ -726,6 +740,230 @@ namespace ZL
glEnable(GL_DEPTH_TEST);
}
// хелпер прицела: добавляет повернутую 2D-линию в меш прицела
static void AppendRotatedRect2D(
VertexDataStruct& out,
float cx, float cy,
float length, float thickness,
float angleRad,
float z,
const Eigen::Vector3f& rgb)
{
// прямоугольник вдоль локальной оси +X: [-L/2..+L/2] и [-T/2..+T/2]
float hl = length * 0.5f;
float ht = thickness * 0.5f;
Eigen::Vector2f p0(-hl, -ht);
Eigen::Vector2f p1(-hl, +ht);
Eigen::Vector2f p2(+hl, +ht);
Eigen::Vector2f p3(+hl, -ht);
float c = std::cos(angleRad);
float s = std::sin(angleRad);
auto rot = [&](const Eigen::Vector2f& p) -> Vector3f {
float rx = p.x() * c - p.y() * s;
float ry = p.x() * s + p.y() * c;
return Vector3f(cx + rx, cy + ry, z);
};
Vector3f v0 = rot(p0);
Vector3f v1 = rot(p1);
Vector3f v2 = rot(p2);
Vector3f v3 = rot(p3);
// 2 треугольника
out.PositionData.push_back(v0);
out.PositionData.push_back(v1);
out.PositionData.push_back(v2);
out.PositionData.push_back(v2);
out.PositionData.push_back(v3);
out.PositionData.push_back(v0);
for (int i = 0; i < 6; ++i) out.ColorData.push_back(rgb);
}
bool Space::loadCrosshairConfig(const std::string& path)
{
using json = nlohmann::json;
std::string content;
try {
if (std::string(CONST_ZIP_FILE).empty()) content = readTextFile(path);
else {
auto buf = readFileFromZIP(path, CONST_ZIP_FILE);
if (buf.empty()) return false;
content.assign(buf.begin(), buf.end());
}
json j = json::parse(content);
if (j.contains("enabled")) crosshairCfg.enabled = j["enabled"].get<bool>();
if (j.contains("referenceResolution") && j["referenceResolution"].is_array() && j["referenceResolution"].size() == 2) {
crosshairCfg.refW = j["referenceResolution"][0].get<int>();
crosshairCfg.refH = j["referenceResolution"][1].get<int>();
}
if (j.contains("scale")) crosshairCfg.scaleMul = j["scale"].get<float>();
crosshairCfg.scaleMul = std::clamp(crosshairCfg.scaleMul, 0.1f, 3.0f);
if (j.contains("color") && j["color"].is_array() && j["color"].size() == 3) {
crosshairCfg.color = Eigen::Vector3f(
j["color"][0].get<float>(),
j["color"][1].get<float>(),
j["color"][2].get<float>()
);
}
if (j.contains("cl_crosshairalpha")) crosshairCfg.alpha = j["cl_crosshairalpha"].get<float>();
if (j.contains("cl_crosshairthickness")) crosshairCfg.thicknessPx = j["cl_crosshairthickness"].get<float>();
if (j.contains("centerGapPx")) crosshairCfg.gapPx = j["centerGapPx"].get<float>();
if (j.contains("top") && j["top"].is_object()) {
auto t = j["top"];
if (t.contains("lengthPx")) crosshairCfg.topLenPx = t["lengthPx"].get<float>();
if (t.contains("angleDeg")) crosshairCfg.topAngleDeg = t["angleDeg"].get<float>();
}
crosshairCfg.arms.clear();
if (j.contains("arms") && j["arms"].is_array()) {
for (auto& a : j["arms"]) {
CrosshairConfig::Arm arm;
arm.lenPx = a.value("lengthPx", 20.0f);
arm.angleDeg = a.value("angleDeg", 210.0f);
crosshairCfg.arms.push_back(arm);
}
}
else {
// дефолт
crosshairCfg.arms.push_back({ 20.0f, 210.0f });
crosshairCfg.arms.push_back({ 20.0f, 330.0f });
}
// clamp
crosshairCfg.alpha = std::clamp(crosshairCfg.alpha, 0.0f, 1.0f);
crosshairCfg.thicknessPx = max(0.5f, crosshairCfg.thicknessPx);
crosshairCfg.gapPx = max(0.0f, crosshairCfg.gapPx);
crosshairMeshValid = false; // пересобрать
return true;
}
catch (...) {
return false;
}
}
// пересобирает mesh прицела при изменениях/ресайзе
void Space::rebuildCrosshairMeshIfNeeded()
{
if (!crosshairCfg.enabled) return;
// если ничего не изменилось — не трогаем VBO
if (crosshairMeshValid &&
crosshairLastW == Environment::width &&
crosshairLastH == Environment::height &&
std::abs(crosshairLastAlpha - crosshairCfg.alpha) < 1e-6f &&
std::abs(crosshairLastThickness - crosshairCfg.thicknessPx) < 1e-6f &&
std::abs(crosshairLastGap - crosshairCfg.gapPx) < 1e-6f &&
std::abs(crosshairLastScaleMul - crosshairCfg.scaleMul) < 1e-6f)
{
return;
}
crosshairLastW = Environment::width;
crosshairLastH = Environment::height;
crosshairLastAlpha = crosshairCfg.alpha;
crosshairLastThickness = crosshairCfg.thicknessPx;
crosshairLastGap = crosshairCfg.gapPx;
crosshairLastScaleMul = crosshairCfg.scaleMul;
float cx = Environment::width * 0.5f;
float cy = Environment::height * 0.5f;
// масштаб от reference (стандартно: по высоте)
float scale = (crosshairCfg.refH > 0) ? (Environment::height / (float)crosshairCfg.refH) : 1.0f;
scale *= crosshairCfg.scaleMul;
float thickness = crosshairCfg.thicknessPx * scale;
float gap = crosshairCfg.gapPx * scale;
VertexDataStruct v;
v.PositionData.reserve(6 * (1 + (int)crosshairCfg.arms.size()));
v.ColorData.reserve(6 * (1 + (int)crosshairCfg.arms.size()));
const float z = 0.0f;
const Eigen::Vector3f rgb = crosshairCfg.color;
auto deg2rad = [](float d) { return d * 3.1415926535f / 180.0f; };
// TOP (короткая палочка сверху)
{
float len = crosshairCfg.topLenPx * scale;
float ang = deg2rad(crosshairCfg.topAngleDeg);
// сдвигаем сегмент от центра на gap + len/2 по направлению
float dx = std::cos(ang);
float dy = std::sin(ang);
float mx = cx + dx * (gap + len * 0.5f);
float my = cy + dy * (gap + len * 0.5f);
AppendRotatedRect2D(v, mx, my, len, thickness, ang, z, rgb);
}
// ARMS (2 луча вниз-влево и вниз-вправо)
for (auto& a : crosshairCfg.arms)
{
float len = a.lenPx * scale;
float ang = deg2rad(a.angleDeg);
float dx = std::cos(ang);
float dy = std::sin(ang);
float mx = cx + dx * (gap + len * 0.5f);
float my = cy + dy * (gap + len * 0.5f);
AppendRotatedRect2D(v, mx, my, len, thickness, ang, z, rgb);
}
crosshairMesh.AssignFrom(v);
crosshairMesh.RefreshVBO();
crosshairMeshValid = true;
}
void Space::drawCrosshair()
{
if (!crosshairCfg.enabled) return;
rebuildCrosshairMeshIfNeeded();
if (!crosshairMeshValid) return;
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.EnableVertexAttribArray("vPosition");
renderer.EnableVertexAttribArray("vColor");
Eigen::Vector4f uColor(crosshairCfg.color.x(), crosshairCfg.color.y(), crosshairCfg.color.z(), crosshairCfg.alpha);
renderer.RenderUniform4fv("uColor", uColor.data());
renderer.DrawVertexRenderStruct(crosshairMesh);
renderer.DisableVertexAttribArray("vPosition");
renderer.DisableVertexAttribArray("vColor");
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
int Space::pickTargetId() const
{
int bestId = -1;
@ -896,41 +1134,38 @@ namespace ZL
Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
// условие "если враг не движется — круг не рисуем"
const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
bool targetMoving = (targetVel.norm() > minTargetSpeed);
// альфа круга
float leadAlpha = targetMoving ? 1.0f : 0.5f;
Vector3f leadWorld = shipWorld;
bool haveLead = false;
//if (targetMoving) {
// float tLead = 0.0f;
// if (SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead)) {
// // ограничим случаи, чтобы круг не улетал далеко
// if (tLead > 0.0f && tLead < 8.0f) {
// // подобрать максимум (сек)
// leadWorld = shipWorld + targetVel * tLead;
// haveLead = true;
// }
// }
//}
// чтобы круг не улетал далеко: максимум 4 секунды (подстроить под игру)
float distToTarget = (Environment::shipState.position - shipWorld).norm();
float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f);
if (targetMoving) {
if (!targetMoving) {
// Цель стоит: рисуем lead прямо на ней, но полупрозрачный
leadWorld = shipWorld;
haveLead = true;
}
else {
float tLead = 0.0f;
float distToTarget = (Environment::shipState.position - shipWorld).norm();
const float leadMaxDist = 2500.0f; // максимум
float allowedDist = min(distToTarget, leadMaxDist);
// 1) Пытаемся “правильное” решение перехвата
bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead);
// + небольшой запас 1020% чтобы не моргало на границе
const float maxLeadTime = (allowedDist / projectileSpeed) * 1.2f;
if (SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead)) {
if (tLead > 0.0f && tLead < maxLeadTime) {
leadWorld = shipWorld + targetVel * tLead;
haveLead = true;
}
// 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок")
// Это ключевое изменение: lead всегда будет.
if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
tLead = std::clamp(distToTarget / projectileSpeed, 0.05f, maxLeadTime);
}
leadWorld = shipWorld + targetVel * tLead;
haveLead = true;
}
// 2) проекция
@ -1006,7 +1241,10 @@ namespace ZL
renderer.EnableVertexAttribArray("vPosition");
// рисуем кружок упреждения (только если есть решение)
Eigen::Vector4f hudColor = enemyColor;
renderer.RenderUniform4fv("uColor", hudColor.data());
if (haveLead) {
float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
@ -1021,28 +1259,30 @@ namespace ZL
float thicknessPx = 2.5f;
float innerR = max(1.0f, r - thicknessPx);
float outerR = r + thicknessPx;
Eigen::Vector4f leadColor = enemyColor;
leadColor.w() = leadAlpha;
renderer.RenderUniform4fv("uColor", leadColor.data());
VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
hudTempMesh.AssignFrom(ring);
renderer.DrawVertexRenderStruct(hudTempMesh);
renderer.RenderUniform4fv("uColor", hudColor.data());
}
}
}
// верх-лево: горизонт + вертикаль
renderer.EnableVertexAttribArray("vPosition");
drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness);
drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen);
// верх-право
drawBar(right - cornerLen * 0.5f, top, cornerLen, thickness);
drawBar(right, top - cornerLen * 0.5f, thickness, cornerLen);
// низ-лево
drawBar(left + cornerLen * 0.5f, bottom, cornerLen, thickness);
drawBar(left, bottom + cornerLen * 0.5f, thickness, cornerLen);
// низ-право
drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness);
drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen);
@ -1060,12 +1300,9 @@ namespace ZL
return;
}
// 6) Если цель offscreen: рисуем стрелку на краю
// dir: куда “смотреть” в NDC
float dirX = ndcX;
float dirY = ndcY;
// если позади камеры — разворачиваем направление
if (behind) {
dirX = -dirX;
dirY = -dirY;
@ -1076,7 +1313,6 @@ namespace ZL
dirX /= len;
dirY /= len;
// пересечение луча с прямоугольником [-1..1] с отступом
float marginNdc = 0.08f;
float maxX = 1.0f - marginNdc;
float maxY = 1.0f - marginNdc;
@ -1091,16 +1327,13 @@ namespace ZL
float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::width;
float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::height;
// лёгкая анимация “зова”: смещение по направлению
float bob = std::sin(t * 6.0f) * 6.0f;
edgeX += dirX * bob;
edgeY += dirY * bob;
// стрелка как треугольник + маленький “хвост”
float arrowLen = 26.0f;
float arrowWid = 14.0f;
// перпендикуляр
float px = -dirY;
float py = dirX;
@ -1139,23 +1372,18 @@ namespace ZL
renderer.PushMatrix();
renderer.LoadIdentity();
// треугольник-стрелка
drawTri(tip, left, right);
// “хвост” (короткая черта)
float tailLen = 14.0f;
float tailX = edgeX - dirX * 6.0f;
float tailY = edgeY - dirY * 6.0f;
// хвост рисуем как тонкий прямоугольник, ориентированный примерно по направлению:
// (упрощение: горизонт/вертикаль не поворачиваем, но выглядит ок. Хочешь — сделаем поворот матрицей)
drawBar(tailX, tailY, max(thickness, tailLen), thickness);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
// дистанция рядом со стрелкой
// (у тебя ещё будет “статично под прицелом” — это просто другой TextView / drawText)
{
std::string d = std::to_string((int)dist) + "m";
float tx = edgeX + px * 18.0f;

View File

@ -139,6 +139,42 @@ namespace ZL {
int pickTargetId() const; // ???????? ???? (????: ????????? ????? ????????? ?????)
void clearTextRendererCache();
// Crosshair HUD
struct CrosshairConfig {
bool enabled = true;
int refW = 1280;
int refH = 720;
float scaleMul = 1.0f;
Eigen::Vector3f color = { 1.f, 1.f, 1.f };
float alpha = 1.0f; // cl_crosshairalpha
float thicknessPx = 2.0f; // cl_crosshairthickness
float gapPx = 10.0f;
float topLenPx = 14.0f;
float topAngleDeg = 90.0f;
struct Arm { float lenPx; float angleDeg; };
std::vector<Arm> arms;
};
CrosshairConfig crosshairCfg;
bool crosshairCfgLoaded = false;
// кеш геометрии
VertexRenderStruct crosshairMesh;
bool crosshairMeshValid = false;
int crosshairLastW = 0, crosshairLastH = 0;
float crosshairLastAlpha = -1.0f;
float crosshairLastThickness = -1.0f;
float crosshairLastGap = -1.0f;
float crosshairLastScaleMul = -1.0f;
bool loadCrosshairConfig(const std::string& path);
void rebuildCrosshairMeshIfNeeded();
void drawCrosshair();
};

View File

@ -169,7 +169,7 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
while (deltaMsLeftover > 0)
{
long long miniDelta = 50;
long long miniDelta = std::min(50LL, deltaMsLeftover);
simulate_physics(miniDelta);
deltaMsLeftover -= miniDelta;
}
@ -207,7 +207,7 @@ void ClientState::handle_full_sync(const std::vector<std::string>& parts, int st
discreteAngle = std::stoi(parts[startFrom + 13]);
}
std::string ClientState::formPingMessageContent()
std::string ClientState::formPingMessageContent() const
{
Eigen::Quaternionf q(rotation);

View File

@ -50,7 +50,7 @@ struct ClientState {
void handle_full_sync(const std::vector<std::string>& parts, int startFrom);
std::string formPingMessageContent();
std::string formPingMessageContent() const;
};
struct ClientStateInterval

View File

@ -7,8 +7,8 @@
namespace ZL {
void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) {
// Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost
//std::string url = "ws://" + host + ":" + std::to_string(port);
std::string url = "wss://api.spacegame.fishrungames.com";
std::string url = "ws://" + host + ":" + std::to_string(port);
//std::string url = "wss://api.spacegame.fishrungames.com";
EmscriptenWebSocketCreateAttributes attr = {
url.c_str(),