Commit Graph

5 Commits

Author SHA1 Message Date
Christian Semmler
9e8ecd6d44
Move routing info into message header, make relay type-agnostic 2026-03-08 10:21:36 -07:00
foxtacles
e0a1ac781f
Add free camera controls (#10)
* Add free camera orbit controls to multiplayer third-person camera

Replace the fixed camera offset with dynamic orbit parameters (yaw,
pitch, distance) computed from spherical coordinates. Mouse wheel
controls zoom, right-click drag controls orbit, and two-finger
touch gestures support pinch-zoom and orbit on touchscreens.

The controls are always active when third-person mode is enabled.
A single SDL event forwarding hook is added to the main event loop;
all other changes are contained within the multiplayer extension.

https://claude.ai/code/session_013FyPCrJSaHxiJwdfGBVnYP

* Fix linker error and refactor orbit camera controls

Move HandleSDLEvent extension call from ISLE (no EXTENSIONS define) into
LegoInputManager::UpdateLastInputMethod in LEGO1 to fix unresolved
symbol errors. DRY up orbit camera code with ClampPitch/ClampDistance/
ResetOrbitState/ApplyOrbitCamera helpers. Simplify direction vector
computation. Fix mouse orbit yaw direction.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fixes

---------

Co-authored-by: Claude <noreply@anthropic.com>
2026-03-08 06:23:57 +01:00
foxtacles
eb6d2b8728
Sync sky light (#9)
* Sync sky color and light position in multiplayer

Add ENTITY_SKY and ENTITY_LIGHT to the WorldEvent system so the host
controls sky color (hue/saturation via observatory sun/moon/palette
buttons) and light position (globe arrows) with the same
host-authoritative pattern used for plants and buildings. Non-host
players send requests to the host who applies and broadcasts. Sky/light
state is appended to the world snapshot so joining players get the
current values.

https://claude.ai/code/session_01X2cPVQEo7c92wpWA7QPPMG

* Clean up sky/light sync: remove debug logging, DRY apply logic, fix host routing

- Extract ApplySkyLightState helper to deduplicate sky/light apply code
  between RestoreSkyLightState and HandleWorldSnapshot
- Remove all SDL_Log debug calls and SDL_log.h includes
- Remove dead OnWorldEnabled method from WorldStateSync (replaced by
  OnHostChanged in OnSaveLoaded)
- Fix HandleSkyLightMutation host path: return FALSE to let local
  switch case proceed, instead of duplicating via ApplyWorldEvent
- Simplify isle.cpp HandleControl: split observatory cases into
  individual switch arms with single early-return multiplayer hook
- Add save load hooks to sync world state with multiplayer peers
- Fix player count to exclude local player without valid actor
- Support broadcast snapshots (targetPeerId=0) in relay server

---------
2026-03-08 05:55:00 +01:00
foxtacles
c8c3b7276e
Fix 3rd/1st person camera switch direction bugs (#4)
- Fix broadcast direction: use IsActive() instead of IsROITurnedAround()
  so the negate in BroadcastLocalState only fires when movement inversion
  is active, not based on a default-true flag

- Fix vehicle ROI direction for 3rd-person camera: undo Enter()'s
  TurnAround on small vehicles so the backward-z convention is preserved.
  Vehicles are placed with ROI z opposite to visual forward, and Enter()'s
  TurnAround breaks this for 3rd-person rendering. Applied in both
  OnActorEnter (entering while 3rd-person enabled) and ReinitForCharacter
  (enabling 3rd-person while already on a vehicle)

- Fix vehicle direction on exit: apply extra TurnAround in OnActorExit
  when 3rd-person is active, since Exit()'s TurnAround assumes Enter()'s
  TurnAround is still in effect

- Add WrappedUpdateWorldData() after manual direction flips in Disable()
  and ReinitForCharacter() to keep bounding volumes consistent and prevent
  stale world data from causing momentary camera/direction glitches

- Remove unused IsROITurnedAround() method

- Fix data race between WASM exports and game thread
2026-03-07 05:49:39 +01:00
Christian Semmler
c760db50a9
Extract WorldStateSync from NetworkManager
Move world state synchronization logic (snapshots, events, entity
mutation routing) into a dedicated WorldStateSync class, reducing
NetworkManager from ~790 to ~420 lines.
2026-03-01 10:14:47 -08:00