Removed debug logging. PlayerID in InputCommands from buttons is corrected.
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@@ -59,16 +59,16 @@ void PlayerSpawnSystem::Update(double dt)
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return;
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}
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int numHandledRequests = 0;
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int playersStillPickingClass = 0;
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int numSpawnedPlayers = 0;
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int playersSpectating = 0;
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const int numRequestsToHandle = (int)m_SpawnRequests.size();
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for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) {
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// TODO: -1 Signifies no class picked, enum here later?
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// TODO: -1 Signifies no class picked, or they are a spectator, enum here later?
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// It is valid if they didn't pick class yet
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// but don't spawn anything, goto next spawnrequest.
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if (it->Class == -1) {
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++playersStillPickingClass;
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break;
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++playersSpectating;
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continue;
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}
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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@@ -80,13 +80,6 @@ void PlayerSpawnSystem::Update(double dt)
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if (spawner.HasComponent("Team")) {
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auto cSpawnerTeam = spawner["Team"];
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if ((int)cSpawnerTeam["Team"] != it->Team) {
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// It is valid if someone picks spectator
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// but don't spawn anything, goto next spawnrequest.
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if (it->Team == (int)cSpawnerTeam["Team"].Enum("Spectator")) {
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++numHandledRequests;
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it = m_SpawnRequests.erase(it);
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break;
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}
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continue;
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}
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}
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@@ -104,9 +97,7 @@ void PlayerSpawnSystem::Update(double dt)
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e.Player = player;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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Events::LockMouse lock;
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m_EventBroker->Publish(lock);
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++numHandledRequests;
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++numSpawnedPlayers;
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it = m_SpawnRequests.erase(it);
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break;
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}
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@@ -114,11 +105,11 @@ void PlayerSpawnSystem::Update(double dt)
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break;
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}
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}
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if (numHandledRequests != numRequestsToHandle - playersStillPickingClass) {
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LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", numRequestsToHandle, numHandledRequests);
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if (numSpawnedPlayers != numRequestsToHandle - playersSpectating) {
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LOG_DEBUG("%i players were supposed to be spawned, but only %i was successfully.", numRequestsToHandle - playersSpectating, numSpawnedPlayers);
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} else {
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std::string dbg = numHandledRequests != 0 ? std::to_string(numHandledRequests) + " players were spawned or set as spectator. " : "";
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dbg += playersStillPickingClass != 0 ? std::to_string(playersStillPickingClass) + " players are still picking class and will be spawned later." : "";
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std::string dbg = numSpawnedPlayers != 0 ? std::to_string(numSpawnedPlayers) + " players were spawned. " : "";
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dbg += playersSpectating != 0 ? std::to_string(playersSpectating) + " players are spectating/picking class. " : "";
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LOG_DEBUG(dbg.c_str());
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}
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}
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@@ -162,10 +153,8 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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// If player is in queue to spawn, then change their team affiliation or class in the request.
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if (e.Command == "PickTeam") {
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iter->Team = (ComponentInfo::EnumType)e.Value;
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LOG_DEBUG("old spawn request setting Team");
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} else {
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iter->Class = (ComponentInfo::EnumType)e.Value;
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LOG_DEBUG("old spawn request setting Class");
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}
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} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
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// If player is not in queue to spawn, then create a spawn request,
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@@ -175,13 +164,11 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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if (e.Command == "PickTeam") {
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req.Team = (ComponentInfo::EnumType)e.Value;
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req.Class = -1; // TODO: -1 Signifies no class picked, enum here later?
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LOG_DEBUG("new spawn request setting Team");
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} else {
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// Should never get here, since you should have picked a team before you ever get a chance to pick class.
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LOG_WARNING("Sequence error: Should not be able to pick class before team");
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req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
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req.Class = (ComponentInfo::EnumType)e.Value;
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LOG_DEBUG("new spawn request setting Class");
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}
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m_SpawnRequests.push_back(req);
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} else {
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@@ -217,6 +204,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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Events::SetCamera e;
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e.CameraEntity = cameraEntity;
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m_EventBroker->Publish(e);
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Events::LockMouse lock;
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m_EventBroker->Publish(lock);
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}
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// HACK: Set the player model color to team color
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