Реформа ресурсов

This commit is contained in:
2025-06-27 18:44:53 +06:00
parent 4743583831
commit e083510525
4 changed files with 461 additions and 211 deletions

View File

@@ -8,40 +8,19 @@
namespace LV::Server {
using ResourceId_t = uint32_t;
// Двоичные данные
using BinTextureId_t = ResourceId_t;
using BinSoundId_t = ResourceId_t;
using BinModelId_t = ResourceId_t;
// Игровые определения
using DefWorldId_t = ResourceId_t;
using DefVoxelId_t = ResourceId_t;
using DefNodeId_t = ResourceId_t;
using DefPortalId_t = ResourceId_t;
using DefEntityId_t = ResourceId_t;
// Контент, основанный на игровых определениях
using WorldId_t = ResourceId_t;
// В одном регионе может быть максимум 2^16 сущностей. Клиенту адресуются сущности в формате <мир>+<позиция региона>+<uint16_t>
// И если сущность перешла из одного региона в другой, идентификатор сущности на стороне клиента сохраняется
using LocalEntityId_t = uint16_t;
using GlobalEntityId_t = std::tuple<WorldId_t, Pos::GlobalRegion, LocalEntityId_t>;
using PortalId_t = uint16_t;
using EntityId_t = uint16_t;
using FuncEntityId_t = uint16_t;
using ClientEntityId_t = std::tuple<WorldId_t, Pos::GlobalRegion, EntityId_t>;
using MediaStreamId_t = uint16_t;
using ContentBridgeId_t = uint16_t;
using PlayerId_t = uint32_t;
using ContentBridgeId_t = ResourceId_t;
using PlayerId_t = ResourceId_t;
/*
Сервер загружает информацию о локальных текстурах
Синхронизация часто используемых текстур?
Пересмотр списка текстур?
Динамичные текстуры?
@@ -66,13 +45,13 @@ struct ServerTime {
struct VoxelCube {
DefVoxelId_t VoxelId;
Pos::Local256_u Left, Right;
Pos::bvec256u Left, Right;
auto operator<=>(const VoxelCube&) const = default;
};
struct VoxelCube_Region {
Pos::Local4096_u Left, Right;
Pos::bvec4096u Left, Right;
DefVoxelId_t VoxelId;
auto operator<=>(const VoxelCube_Region&) const = default;
@@ -88,13 +67,13 @@ struct AABB {
Pos::Object VecMin, VecMax;
void sortMinMax() {
Pos::Object::value_type left, right;
Pos::Object::Type left, right;
for(int iter = 0; iter < 3; iter++) {
left = std::min(VecMin[iter], VecMax[iter]);
right = std::max(VecMin[iter], VecMax[iter]);
VecMin[iter] = left;
VecMax[iter] = right;
VecMin.set(iter, left);
VecMax.set(iter, right);
}
}
@@ -122,15 +101,19 @@ struct CollisionAABB : public AABB {
union {
struct {
LocalEntityId_t Index;
EntityId_t Index;
} Entity;
struct {
Pos::Local16_u Pos;
FuncEntityId_t Index;
} FuncEntity;
struct {
Pos::bvec16u Pos;
} Node;
struct {
Pos::Local16_u Chunk;
Pos::bvec16u Chunk;
uint32_t Index;
DefVoxelId_t Id;
} Voxel;
@@ -197,9 +180,9 @@ struct VoxelCuboidsFuncs {
if (a.VoxelId != b.VoxelId) return false;
// Проверяем, что кубы смежны по одной из осей
bool xAdjacent = (a.Right.X == b.Left.X) && (a.Left.Y == b.Left.Y) && (a.Right.Y == b.Right.Y) && (a.Left.Z == b.Left.Z) && (a.Right.Z == b.Right.Z);
bool yAdjacent = (a.Right.Y == b.Left.Y) && (a.Left.X == b.Left.X) && (a.Right.X == b.Right.X) && (a.Left.Z == b.Left.Z) && (a.Right.Z == b.Right.Z);
bool zAdjacent = (a.Right.Z == b.Left.Z) && (a.Left.X == b.Left.X) && (a.Right.X == b.Right.X) && (a.Left.Y == b.Left.Y) && (a.Right.Y == b.Right.Y);
bool xAdjacent = (a.Right.x == b.Left.x) && (a.Left.y == b.Left.y) && (a.Right.z == b.Right.z) && (a.Left.z == b.Left.z) && (a.Right.z == b.Right.z);
bool yAdjacent = (a.Right.y == b.Left.y) && (a.Left.x == b.Left.x) && (a.Right.x == b.Right.x) && (a.Left.z == b.Left.z) && (a.Right.z == b.Right.z);
bool zAdjacent = (a.Right.z == b.Left.z) && (a.Left.x == b.Left.x) && (a.Right.x == b.Right.x) && (a.Left.y == b.Left.y) && (a.Right.y == b.Right.y);
return xAdjacent || yAdjacent || zAdjacent;
}
@@ -209,13 +192,13 @@ struct VoxelCuboidsFuncs {
merged.VoxelId = a.VoxelId;
// Объединяем кубы по минимальным и максимальным координатам
merged.Left.X = std::min(a.Left.X, b.Left.X);
merged.Left.Y = std::min(a.Left.Y, b.Left.Y);
merged.Left.Z = std::min(a.Left.Z, b.Left.Z);
merged.Left.x = std::min(a.Left.x, b.Left.x);
merged.Left.y = std::min(a.Left.y, b.Left.y);
merged.Left.z = std::min(a.Left.z, b.Left.z);
merged.Right.X = std::max(a.Right.X, b.Right.X);
merged.Right.Y = std::max(a.Right.Y, b.Right.Y);
merged.Right.Z = std::max(a.Right.Z, b.Right.Z);
merged.Right.x = std::max(a.Right.x, b.Right.x);
merged.Right.y = std::max(a.Right.y, b.Right.y);
merged.Right.z = std::max(a.Right.z, b.Right.z);
return merged;
}
@@ -311,25 +294,25 @@ struct VoxelCuboidsFuncs {
inline void convertRegionVoxelsToChunks(const std::vector<VoxelCube_Region>& regions, std::vector<VoxelCube> *chunks) {
for (const auto& region : regions) {
int minX = region.Left.X >> 8;
int minY = region.Left.Y >> 8;
int minZ = region.Left.Z >> 8;
int maxX = region.Right.X >> 8;
int maxY = region.Right.Y >> 8;
int maxZ = region.Right.Z >> 8;
int minX = region.Left.x >> 8;
int minY = region.Left.y >> 8;
int minZ = region.Left.z >> 8;
int maxX = region.Right.x >> 8;
int maxY = region.Right.y >> 8;
int maxZ = region.Right.z >> 8;
for (int x = minX; x <= maxX; ++x) {
for (int y = minY; y <= maxY; ++y) {
for (int z = minZ; z <= maxZ; ++z) {
Pos::Local256_u left {
static_cast<uint8_t>(std::max<uint16_t>((x << 8), region.Left.X) - (x << 8)),
static_cast<uint8_t>(std::max<uint16_t>((y << 8), region.Left.Y) - (y << 8)),
static_cast<uint8_t>(std::max<uint16_t>((z << 8), region.Left.Z) - (z << 8))
Pos::bvec256u left {
static_cast<uint8_t>(std::max<uint16_t>((x << 8), region.Left.x) - (x << 8)),
static_cast<uint8_t>(std::max<uint16_t>((y << 8), region.Left.y) - (y << 8)),
static_cast<uint8_t>(std::max<uint16_t>((z << 8), region.Left.z) - (z << 8))
};
Pos::Local256_u right {
static_cast<uint8_t>(std::min<uint16_t>(((x+1) << 8)-1, region.Right.X) - (x << 8)),
static_cast<uint8_t>(std::min<uint16_t>(((y+1) << 8)-1, region.Right.Y) - (y << 8)),
static_cast<uint8_t>(std::min<uint16_t>(((z+1) << 8)-1, region.Right.Z) - (z << 8))
Pos::bvec256u right {
static_cast<uint8_t>(std::min<uint16_t>(((x+1) << 8)-1, region.Right.x) - (x << 8)),
static_cast<uint8_t>(std::min<uint16_t>(((y+1) << 8)-1, region.Right.y) - (y << 8)),
static_cast<uint8_t>(std::min<uint16_t>(((z+1) << 8)-1, region.Right.z) - (z << 8))
};
int chunkIndex = z * 16 * 16 + y * 16 + x;
@@ -346,12 +329,12 @@ inline void convertChunkVoxelsToRegion(const std::vector<VoxelCube> *chunks, std
for (int z = 0; z < 16; ++z) {
int chunkIndex = z * 16 * 16 + y * 16 + x;
Pos::Local4096_u left(x << 8, y << 8, z << 8);
Pos::bvec4096u left(x << 8, y << 8, z << 8);
for (const auto& cube : chunks[chunkIndex]) {
regions.emplace_back(
Pos::Local4096_u(left.X+cube.Left.X, left.Y+cube.Left.Y, left.Z+cube.Left.Z),
Pos::Local4096_u(left.X+cube.Right.X, left.Y+cube.Right.Y, left.Z+cube.Right.Z),
Pos::bvec4096u(left.x+cube.Left.x, left.y+cube.Left.y, left.z+cube.Left.z),
Pos::bvec4096u(left.x+cube.Right.x, left.y+cube.Right.y, left.z+cube.Right.z),
cube.VoxelId
);
}