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/*
* Copyright (c) Peter Bjorklund. All rights reserved. https://github.com/nimble-rust/nimble
* Licensed under the MIT License. See LICENSE in the project root for license information.
*/
pub mod prelude;
use nimble_assent::{Assent, AssentCallback, UpdateState};
use nimble_seer::{Seer, SeerCallback};
use tick_id::TickId;
/// A callback trait that allows a game to handle the event when the authoritative state
pub trait RectifyCallback {
fn on_copy_from_authoritative(&mut self);
}
/// The `Rectify` struct coordinates between the [`Assent`] and [`Seer`] components, managing
/// authoritative and predicted game states.
#[derive(Debug)]
pub struct Rectify<
Game: AssentCallback<StepT> + SeerCallback<StepT> + RectifyCallback,
StepT: Clone,
> {
assent: Assent<Game, StepT>,
seer: Seer<Game, StepT>,
}
impl<Game: AssentCallback<StepT> + SeerCallback<StepT> + RectifyCallback, StepT: Clone> Default
for Rectify<Game, StepT>
{
fn default() -> Self {
Self::new()
}
}
impl<
Game: AssentCallback<StepT> + SeerCallback<StepT> + RectifyCallback,
StepT: std::clone::Clone,
> Rectify<Game, StepT>
{
/// Creates a new `Rectify` instance, initializing both [`Assent`] and [`Seer`] components.
///
/// # Returns
///
/// A new `Rectify` instance.
pub fn new() -> Self {
let assent = Assent::new();
let seer = Seer::new();
Self { assent, seer }
}
pub fn seer(&self) -> &Seer<Game, StepT> {
&self.seer
}
pub fn assent(&self) -> &Assent<Game, StepT> {
&self.assent
}
/// Pushes a predicted step into the [`Seer`] component.
///
/// # Arguments
///
/// * `step` - The predicted step to be pushed.
pub fn push_predicted(&mut self, step: StepT) {
if let Some(end_tick_id) = self.assent.end_tick_id() {
self.seer.received_authoritative(end_tick_id);
}
self.seer.push(step)
}
pub fn waiting_for_authoritative_tick_id(&self) -> Option<TickId> {
self.assent.end_tick_id().map(|end_tick_id| end_tick_id + 1)
}
/// Pushes an authoritative step into the [`Assent`] component. This method is used to
/// add new steps that have been determined by the authoritative host.
///
/// # Arguments
///
/// * `step` - The authoritative step to be pushed.
pub fn push_authoritative(&mut self, step: StepT) {
self.assent.push(step);
self.seer
.received_authoritative(self.assent.end_tick_id().unwrap());
}
/// Pushes an authoritative step into the [`Assent`] component. This method is used to
/// add new steps that have been determined by the authoritative host.
///
/// # Arguments
///
/// * `step` - The authoritative step to be pushed.
pub fn push_authoritative_with_check(
&mut self,
step_for_tick_id: TickId,
step: StepT,
) -> Result<(), String> {
if let Some(end_tick_id) = self.assent.end_tick_id() {
if end_tick_id + 1 != step_for_tick_id {
Err(format!(
"encountered {} but expected {}",
step_for_tick_id,
end_tick_id + 1
))?;
}
}
self.assent.push(step);
self.seer
.received_authoritative(self.assent.end_tick_id().unwrap());
Ok(())
}
/// Updates the authoritative state. If all the authoritative state has been calculated
/// it predicts from the last authoritative state.
/// # Arguments
///
/// * `game` - A mutable reference to the game implementing the necessary callback traits.
pub fn update(&mut self, game: &mut Game) {
let consumed_all_knowledge = self.assent.update(game);
if consumed_all_knowledge == UpdateState::ConsumedAllKnowledge {
game.on_copy_from_authoritative();
}
self.seer.update(game);
}
}