class_name PlayerMove
extends PacketHandler

const updates_per_second := 20.0

var delay: float
var last_sent := Time.get_unix_time_from_system()
var last_sent_position := Vector3.ZERO
var last_sent_direction := Vector3.ZERO

func _ready():
	delay = 1.0 / updates_per_second

func handle_packet(data: PackedByteArray):
	var buffer := StreamPeerBuffer.new()
	buffer.data_array = data

	var player_id_length := buffer.get_size() - 4 - 4 - 4 - 4
	var player_id := buffer.get_string(player_id_length)
	var x := buffer.get_float()
	var z := buffer.get_float()
	var direction_x := buffer.get_float()
	var direction_z := buffer.get_float()

	var player := Global.players.get_player(player_id)

	if !player:
		return

	var controller := player.controller as ProxyController

	if !controller:
		return

	controller.server_position.x = x
	controller.server_position.z = z
	controller.direction_changed.emit(Vector3(direction_x, 0, direction_z))

func _process(_delta):
	if !Global.player:
		return
	
	if Global.player.position == last_sent_position && Global.player.movement.direction == last_sent_direction:
		return
	
	if Time.get_unix_time_from_system() < last_sent + delay:
		return
	
	send_movement()
	last_sent = Time.get_unix_time_from_system()
	last_sent_position = Global.player.position
	last_sent_direction = Global.player.movement.direction

func send_movement():
	var buffer := StreamPeerBuffer.new()
	buffer.put_u8(PacketHandler.Packet.PLAYER_MOVE)
	buffer.put_float(Global.player.position.x)
	buffer.put_float(Global.player.position.z)
	buffer.put_float(Global.player.movement.direction.x)
	buffer.put_float(Global.player.movement.direction.z)
	%Client.send(buffer.data_array)