Commit Graph

11 Commits

Author SHA1 Message Date
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
foxtacles
37b328a595
3rd person camera (#3)
* Add feasibility plan for reusing multiplayer animation system for third-person camera

Evaluates reusing the multiplayer extension's RemotePlayer animation system
(BuildROIMap, AssignROIIndices, ApplyAnimationTransformation) for the local
player to enable a third-person camera mode. Conclusion: feasible with only
3 single-line extension hooks added to core game code.

https://claude.ai/code/session_01NC3zdQZ4nqEcYjyvStqcdD

* WIP: Third-person camera with animation reuse and movement fix

* Fix third-person camera bugs: vehicles, remote facing, emote distortion (#2)

- Fix spawn pose and building re-entry by applying idle frame 0 and
  reinitializing on world enable
- Handle vehicle transitions: ride animations for small vehicles,
  first-person fallback for large vehicles and helicopter
- Keep vehicle dashboards visible for exit controls
- Disable third-person camera for large vehicles, fix ROI cleanup
- Move HandleActorExit hook to end of Exit() for immediate reinit
- Fix remote player facing 180 degrees wrong by negating direction
  in BroadcastLocalState when third-person camera is active
- Fix Hat Tip emote distortion from compounding transform scale by
  saving clean parent transform at emote start and restoring after
  each frame's animation application

* DRY cleanup for third-person camera branch

- Extract shared DetectVehicleType() to protocol.h/cpp (was duplicated
  in ThirdPersonCamera and NetworkManager)
- Remove no-op HandlePostApplyTransform hook chain (called every frame
  for every LegoPathActor but did nothing)
- Add ThirdPersonCamera::ClearAnimCaches() helper (pattern repeated 5x)
- Add AnimUtils::EnsureROIMapVisibility() inline helper (loop repeated
  5x across ThirdPersonCamera and RemotePlayer)
- Remove redundant static_cast in multiplayer.cpp (UserActor() already
  returns LegoPathActor*)
- Delete THIRD_PERSON_CAMERA_ANIMATION_REUSE_PLAN.md development artifact
2026-03-07 01:38:45 +01:00
Christian Semmler
0997610bad
Extract PlatformCallbacks interface and consolidate Emscripten files
Move all Emscripten-specific multiplayer code under platforms/emscripten/
and introduce an abstract PlatformCallbacks interface for outbound
notifications, mirroring the existing NetworkTransport pattern. This
removes all #ifdef __EMSCRIPTEN__ blocks from networkmanager.cpp.
2026-03-02 15:46:37 -08:00
Christian Semmler
e47d2dab67
Refactor WASM exports and add push-based player count events
Move WASM exports (mp_set_walk_animation, mp_set_idle_animation,
mp_trigger_emote) from multiplayer.cpp into a dedicated
wasm_exports.cpp, added to the isle target (guarded by both
EMSCRIPTEN and ISLE_EXTENSIONS) so the linker keeps the symbols.

Replace the polling mp_get_player_count export with push-based
playerCountChanged CustomEvents dispatched from NetworkManager.
The count only reflects players visible in the Isle world: null
when the local player is outside Isle, filtered by remote player
worldId when inside. Remove the now-unused GetPlayerCount() method.
2026-03-02 15:26:27 -08:00
Claude
3e85941cbc
Add animation protocol: walk/idle selection, emote triggers, WASM exports
Implement the animation system from the Phase 1 plan:

Protocol: Add walkAnimId/idleAnimId fields to PlayerStateMsg (2 extra bytes
per 15Hz tick), add MSG_EMOTE (type 9) with EmoteMsg struct, and define
shared animation lookup tables (walk: 6 anims, idle: 3, emote: 2).

NetworkManager: Store local walk/idle animation indices, include them in
every state broadcast, handle incoming MSG_EMOTE by dispatching to the
target remote player's TriggerEmote(). Add SetWalkAnimation(),
SetIdleAnimation(), SendEmote(), GetPlayerCount() public API.

RemotePlayer: Replace per-animation raw pointers with AnimCache struct
and lazy m_animCacheMap (name -> ROI map, built on first use, cleared on
Despawn). UpdateFromNetwork() detects walk/idle ID changes and swaps the
active animation cache. UpdateAnimation() now has three states: moving
(configurable walk anim), emote (one-shot with duration tracking,
interrupted by movement), and idle (configurable idle anim after 2.5s
timeout). Add TriggerEmote() for one-shot emote playback.

WASM exports: mp_set_walk_animation(), mp_set_idle_animation(),
mp_trigger_emote(), mp_get_player_count() with EMSCRIPTEN_KEEPALIVE.
CMakeLists.txt adds EXPORTED_FUNCTIONS and EXPORTED_RUNTIME_METHODS
for Svelte ccall/cwrap access.

https://claude.ai/code/session_01BEYdu8gXr1QmYwzRRgaEA6
2026-03-02 03:06:48 +00:00
Christian Semmler
5b56db3c33
Add room management, relay capacity, and rejection handling
- Remove hardcoded multiplayer config from emscripten config.cpp
- Add relay HTTP endpoints for room preview (GET) and creation (POST)
  with capacity check, CORS headers, and configurable max players
- Add WebSocket rejection detection (room full/503) via onclose flag
- Add CheckRejected extension call in IsleApp::Tick for clean shutdown
  through SDL_APP_SUCCESS path instead of calling exit()
- Set Module._exitCode in JS for sessionStorage-based toast after reload
2026-03-01 14:37:08 -08:00
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
Christian Semmler
a0629c45a1
Minimize LEGO1 changes: revert globals, move CreateCharacterClone to extension
Revert plant/building manager globals back to private class statics
(matching master) and use friend declarations for extension access.
Move CreateCharacterClone out of LegoCharacterManager into a new
CharacterCloner class in the multiplayer extension.
2026-03-01 10:04:13 -08:00
Christian Semmler
12a63c105c
Implement multiplayer world state sync for plants and buildings
Add serialization framework using C++ templates and table-driven lookup
to sync plant and building state between players. Includes world snapshot
routing to requesting peer, relay server Docker support, and fixes for
building color sync, ride vehicle visibility, and ARM compilation.
2026-03-01 09:48:03 -08:00
Christian Semmler
fb1d596704
Clean up multiplayer extension: use vec.h macros, remove debug logging
- Replace manual vector math in UpdateTransform with CalcLocalTransform and vec.h macros (LERP3, SET3, MV3, DISTSQRD3, ZEROVEC3)
- Remove all SDL_Log debug logging from multiplayer code
- Strip extraneous comments that restate the code
- Extract CreateAndSpawnPlayer helper to consolidate repeated spawn pattern
- Simplify UpdateVehicleState control flow
- Remove unused includes (SDL_log.h, mxgeometry/mxmatrix.h)
2026-02-28 12:11:19 -08:00
Christian Semmler
5c8a2ffd3b
Implement multiplayer MVP: WebSocket networking, remote player rendering, vehicle support
- WebSocket relay server (Cloudflare Worker + Durable Object)
- Remote player character cloning with walk/idle/ride animations
- Vehicle support for remote players
- INI config for relay URL
- Extension hook for world transition ROI management
2026-02-28 12:00:01 -08:00