Merge remote-tracking branch 'origin/master' into DamageIndicator
# Conflicts: # resources/Shaders/Sprite.vert.glsl
This commit is contained in:
+91
-46
@@ -1,5 +1,6 @@
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#include "Game.h"
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/FillOctreeSystem.h"
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#include "Collision/FillFrustumOctreeSystem.h"
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#include "Collision/EntityAABB.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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@@ -11,21 +12,28 @@
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#include "Systems/PlayerDeathSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointHUDSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Game/Systems/PlayerHUD.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "../Engine/Rendering/AnimationSystem.h"
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#include "../Engine/Core/UniformScaleSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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Game::Game(int argc, char* argv[])
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{
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parseArgs(argc, argv);
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Sound>("Sound");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<RawModel>("RawModel");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<PNG>("Png");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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ResourceManager::RegisterType<Font>("FontFile");
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@@ -75,64 +83,82 @@ Game::Game(int argc, char* argv[])
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fp.MergeEntities(m_World);
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}
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// Create the sound manager
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m_SoundManager = new SoundManager(m_World, m_EventBroker);
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// Initialize network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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if (m_IsServer) {
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m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
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m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
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} else if (m_IsClient) {
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m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
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m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
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m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
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}
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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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// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
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AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
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m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 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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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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// Populate Octree with collidables
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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<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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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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m_LastTime = glfwGetTime();
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}
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Game::~Game()
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{
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delete m_SystemPipeline;
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delete m_SoundSystem;
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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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delete m_SoundManager;
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if (m_NetworkClient != nullptr) {
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delete m_NetworkClient;
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}
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if (m_NetworkServer != nullptr) {
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delete m_NetworkServer;
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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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@@ -160,40 +186,59 @@ void Game::Tick()
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m_InputProxy->Process();
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m_EventBroker->Swap();
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m_SoundManager->Update(dt);
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// Update network
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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m_EventBroker->Process<MultiplayerSnapshotFilter>();
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if (m_NetworkClient != nullptr) {
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m_NetworkClient->Update();
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}
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if (m_NetworkServer != nullptr) {
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m_NetworkServer->Update();
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}
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//m_SoundManager->Update(dt);
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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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int Game::parseArgs(int argc, char* argv[])
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{
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m_EventBroker->Process<Game>();
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namespace po = boost::program_options;
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po::options_description desc("Options");
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desc.add_options()
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("help", "Help")
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("server,s", po::bool_switch(&m_IsServer), "Launch game in server mode")
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("connect", po::value<std::string>(&m_NetworkAddress)->default_value(""), "Connect to this address in client mode")
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("port,p", po::value<int>(&m_NetworkPort), "Port to listen on or connect to");
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;
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po::variables_map vm;
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try {
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po::store(po::parse_command_line(argc, argv, desc), vm);
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po::notify(vm);
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} catch (std::exception& e) {
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LOG_ERROR(e.what());
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return 1;
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}
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if (vm.count("help")) {
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std::cout << desc << std::endl;
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exit(1);
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}
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// HACK: Right now, client and server are mutually exclusive
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m_IsClient = true;
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if (m_IsServer) {
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m_IsClient = false;
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}
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return 0;
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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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