Merge remote-tracking branch 'origin/Networking' into Networking

This commit is contained in:
Jocke
2016-01-23 16:41:42 +01:00
11 changed files with 25 additions and 29 deletions
+1
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@@ -26,6 +26,7 @@ struct EntityWrapper
bool HasComponent(const std::string& componentName);
EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name);
bool IsChildOf(EntityWrapper potentialParent);
bool Valid();
ComponentWrapper operator[](const char* componentName);
+1 -1
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@@ -20,7 +20,7 @@
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h"
#include "Game/Events/EPlayerSpawned.h"
#include "Core/EPlayerSpawned.h"
class Client : public Network
{
+1 -2
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@@ -15,8 +15,7 @@
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EPlayerSpawned.h"
#include "Core/EPlayerSpawned.h"
class Server : public Network
{
+1 -1
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@@ -15,7 +15,7 @@
#include "Renderer.h"
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "../../Game/Events/EPlayerSpawned.h"
#include "../Core/EPlayerSpawned.h"
class RenderSystem : public ImpureSystem
{
+1 -1
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@@ -12,7 +12,7 @@
#include "Core/EventBroker.h"
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Events/EPlayerSpawned.h"
#include "Core/EPlayerSpawned.h"
#include "Network/EInterpolate.h"
+1 -1
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@@ -1,7 +1,7 @@
#include "Common.h"
#include "GLM.h"
#include "Core/System.h"
#include "Events/EPlayerSpawned.h"
#include "Core/EPlayerSpawned.h"
#include "Input/FirstPersonInputController.h"
class PlayerMovementSystem : public ImpureSystem, PureSystem
+1 -1
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@@ -2,7 +2,7 @@
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Events/EPlayerSpawned.h"
#include "Core/EPlayerSpawned.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
+12
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@@ -36,6 +36,18 @@ EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
return EntityWrapper::Invalid;
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity == potentialParent) {
return true;
}
}
return false;
}
bool EntityWrapper::Valid()
{
if (this->World == nullptr) {
+3 -20
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@@ -48,14 +48,9 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
}
EntityWrapper entity(m_World, modelComponent.EntityID);
bool isLocalPlayer = entity == m_LocalPlayer;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity == m_LocalPlayer) {
isLocalPlayer = true;
}
}
if (isLocalPlayer) {
// Don't render the local player
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
continue;
}
@@ -149,18 +144,6 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
continue;
}
EntityWrapper entity(m_World, textComponent.EntityID);
bool isLocalPlayer = entity == m_LocalPlayer;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity == m_LocalPlayer) {
isLocalPlayer = true;
}
}
if (isLocalPlayer) {
continue;
}
Font* font;
try {
font = ResourceManager::Load<Font>(resource);
+3 -2
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@@ -27,16 +27,17 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
}
}
if (transform.Info.Name == "Transform") {
bool isLocalPlayer = entity == m_LocalPlayer || entity.Parent() == m_LocalPlayer;
bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
// HACK: Hardcoded tolerance value for player position desync = 1
if (isLocalPlayer && glm::length(nextPosition - currentPosition) < 1.f) {
return;
}
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
// Orientation
//bool isPlayer = entity.HasComponent("Player") || entity.Parent().HasComponent("Player");
// Don't force orientation for players
if (!isLocalPlayer) {
glm::quat nextOrientation = sTransform.Orientation;
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));