Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.

This commit is contained in:
2016-02-08 13:32:00 +01:00
parent 3a2b124cae
commit 2b4e00e4b0
37 changed files with 109 additions and 132 deletions
+21 -34
View File
@@ -11,7 +11,7 @@
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/PlayerHUDSystem.h"
#include "Game/Systems/LifetimeSystem.h"
#include "../Engine/Rendering/AnimationSystem.h"
@@ -71,13 +71,25 @@ Game::Game(int argc, char* argv[])
fp.MergeEntities(m_World);
}
// Initialize network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
if (isServer) {
m_Network = new Server();
m_IsServer = true;
} else {
m_Network = new Client(m_Config);
m_IsClient = true;
}
m_Network->Start(m_World, m_EventBroker);
}
// Create Octrees
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
@@ -95,7 +107,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
@@ -107,12 +119,6 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
//boost::thread workerThread(&Game::networkFunction, this);
networkFunction();
}
// Invoke sound system
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
@@ -126,6 +132,9 @@ Game::~Game()
delete m_OctreeFrustrumCulling;
delete m_OctreeCollision;
delete m_OctreeTrigger;
if (m_Network != nullptr) {
delete m_Network;
}
delete m_World;
delete m_FrameStack;
delete m_InputProxy;
@@ -154,39 +163,17 @@ void Game::Tick()
m_EventBroker->Swap();
// Update network
if (m_IsClientOrServer) {
m_ClientOrServer->Update();
if (m_Network != nullptr) {
m_Network->Update();
}
// Iterate through systems and update world!
m_EventBroker->Process<SystemPipeline>();
m_SystemPipeline->Update(dt);
debugTick(dt);
m_Renderer->Update(dt);
m_SoundSystem->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
m_RenderFrame->Clear();
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();
}
void Game::debugTick(double dt)
{
m_EventBroker->Process<Game>();
}
void Game::networkFunction()
{
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
if (!isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Client(m_Config);
}
if (isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Server();
}
m_ClientOrServer->Start(m_World, m_EventBroker);
}