Ignoring interpolation and rendering for local player entities!
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@@ -12,6 +12,7 @@
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#include "Core/EventBroker.h"
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Events/EPlayerSpawned.h"
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#include "Network/EInterpolate.h"
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@@ -25,19 +26,13 @@ class InterpolationSystem : public PureSystem
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double interpolationTime;
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};
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public:
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InterpolationSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Transform")
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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}
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InterpolationSystem(World* world, EventBroker* eventBroker);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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@@ -51,6 +46,8 @@ private:
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EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
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EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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#endif
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