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physics: implement knockback simulation from SMSG_MOVE_KNOCK_BACK
Previously the handler ACKed with current position and ignored the velocity fields entirely (vcos/vsin/hspeed/vspeed were [[maybe_unused]]). The server expects the client to fly through the air on knockback — without simulation the player stays in place while the server models them as airborne, causing position desync and rubberbanding. Changes: - CameraController: add applyKnockBack(vcos, vsin, hspeed, vspeed) that sets knockbackHorizVel_ and launches verticalVelocity = -vspeed (server sends vspeed as negative for upward launches, matching TrinityCore) - Physics loop: each tick adds knockbackHorizVel_ to targetPos then applies exponential drag (KNOCKBACK_HORIZ_DRAG=4.5/s) until velocity < 0.05 u/s - GameHandler: parse all four fields, add KnockBackCallback, call it for the local player so the camera controller receives the impulse - Application: register the callback — routes server knockback to physics The existing ACK path is unchanged; the server gets position confirmation as before while the client now actually simulates the trajectory.
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5 changed files with 67 additions and 5 deletions
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@ -636,6 +636,11 @@ void Application::setState(AppState newState) {
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renderer->triggerMeleeSwing();
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}
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});
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gameHandler->setKnockBackCallback([this](float vcos, float vsin, float hspeed, float vspeed) {
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if (renderer && renderer->getCameraController()) {
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renderer->getCameraController()->applyKnockBack(vcos, vsin, hspeed, vspeed);
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}
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});
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}
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// Load quest marker models
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loadQuestMarkerModels();
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@ -11491,16 +11491,23 @@ void GameHandler::handleMoveKnockBack(network::Packet& packet) {
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? packet.readUInt64() : UpdateObjectParser::readPackedGuid(packet);
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if (packet.getSize() - packet.getReadPos() < 20) return; // counter(4) + vcos(4) + vsin(4) + hspeed(4) + vspeed(4)
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uint32_t counter = packet.readUInt32();
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[[maybe_unused]] float vcos = packet.readFloat();
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[[maybe_unused]] float vsin = packet.readFloat();
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[[maybe_unused]] float hspeed = packet.readFloat();
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[[maybe_unused]] float vspeed = packet.readFloat();
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float vcos = packet.readFloat();
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float vsin = packet.readFloat();
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float hspeed = packet.readFloat();
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float vspeed = packet.readFloat();
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LOG_INFO("SMSG_MOVE_KNOCK_BACK: guid=0x", std::hex, guid, std::dec,
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" counter=", counter, " hspeed=", hspeed, " vspeed=", vspeed);
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" counter=", counter, " vcos=", vcos, " vsin=", vsin,
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" hspeed=", hspeed, " vspeed=", vspeed);
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if (guid != playerGuid) return;
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// Apply knockback physics locally so the player visually flies through the air.
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// The callback forwards to CameraController::applyKnockBack().
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if (knockBackCallback_) {
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knockBackCallback_(vcos, vsin, hspeed, vspeed);
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}
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if (!socket) return;
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uint16_t ackWire = wireOpcode(Opcode::CMSG_MOVE_KNOCK_BACK_ACK);
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if (ackWire == 0xFFFF) return;
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@ -685,6 +685,20 @@ void CameraController::update(float deltaTime) {
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targetPos += movement * speed * physicsDeltaTime;
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}
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// Apply server-driven knockback horizontal velocity (decays over time).
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if (knockbackActive_) {
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targetPos.x += knockbackHorizVel_.x * physicsDeltaTime;
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targetPos.y += knockbackHorizVel_.y * physicsDeltaTime;
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// Exponential drag: reduce each frame so the player decelerates naturally.
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float drag = std::exp(-KNOCKBACK_HORIZ_DRAG * physicsDeltaTime);
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knockbackHorizVel_ *= drag;
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// Once negligible, clear the flag so collision/grounding work normally.
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if (glm::length(knockbackHorizVel_) < 0.05f) {
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knockbackActive_ = false;
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knockbackHorizVel_ = glm::vec2(0.0f);
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}
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}
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// Jump with input buffering and coyote time
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if (nowJump) jumpBufferTimer = JUMP_BUFFER_TIME;
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if (grounded) coyoteTimer = COYOTE_TIME;
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@ -2096,5 +2110,21 @@ void CameraController::triggerMountJump() {
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}
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}
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void CameraController::applyKnockBack(float vcos, float vsin, float hspeed, float vspeed) {
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// The server sends (vcos, vsin) as the 2D direction vector in server/wire
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// coordinate space. After the server→canonical→render swaps, the direction
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// in render space is simply (vcos, vsin) — the two swaps cancel each other.
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knockbackHorizVel_ = glm::vec2(vcos, vsin) * hspeed;
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knockbackActive_ = true;
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// vspeed in the wire packet is negative when the server wants to launch the
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// player upward (matches TrinityCore: data << float(-speedZ)). Negate it
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// here to obtain the correct upward initial velocity.
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verticalVelocity = -vspeed;
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grounded = false;
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coyoteTimer = 0.0f;
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jumpBufferTimer = 0.0f;
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}
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} // namespace rendering
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} // namespace wowee
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