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