Kelsidavis-WoWee/include/game/transport_clock_sync.hpp

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// include/game/transport_clock_sync.hpp
// Clock synchronization and yaw correction for transports.
// Extracted from TransportManager (Phase 3a of spline refactoring).
#pragma once
#include <glm/glm.hpp>
#include <cstdint>
namespace wowee::math { class CatmullRomSpline; }
namespace wowee::game {
struct ActiveTransport;
struct PathEntry;
/// Manages clock sync, server-yaw correction, and velocity bootstrap for a single transport.
class TransportClockSync {
public:
/// Compute pathTimeMs for a transport given current elapsed time and deltaTime.
/// Returns false if the transport should use raw server position (no interpolation).
[[nodiscard]] bool computePathTime(
ActiveTransport& transport,
const math::CatmullRomSpline& spline,
double elapsedTime,
float deltaTime,
uint32_t& outPathTimeMs) const;
/// Process a server position update: update clock offset, detect yaw flips,
/// bootstrap velocity, and switch between client/server driven modes.
void processServerUpdate(
ActiveTransport& transport,
const PathEntry* pathEntry,
const glm::vec3& position,
float orientation,
double elapsedTime);
private:
/// Detect and apply 180-degree yaw correction based on movement vs heading alignment.
void updateYawAlignment(
ActiveTransport& transport,
const glm::vec3& velocity) const;
/// Bootstrap velocity from nearest DBC path segment on first authoritative sample.
void bootstrapVelocityFromPath(
ActiveTransport& transport,
const PathEntry& pathEntry) const;
};
} // namespace wowee::game