Merge remote-tracking branch 'origin/Networking' into Networking
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@@ -4,6 +4,7 @@
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#include "Events/ESpawnerSpawn.h"
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#include "Events/EPlayerSpawned.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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class PlayerSpawnSystem : public ImpureSystem
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{
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@@ -19,8 +20,11 @@ private:
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ComponentInfo::EnumType Team;
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};
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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std::vector<SpawnRequest> m_SpawnRequests;
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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@@ -4,6 +4,8 @@ PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
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}
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void PlayerSpawnSystem::Update(double dt)
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@@ -39,13 +41,6 @@ void PlayerSpawnSystem::Update(double dt)
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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// Set the camera to the correct entity
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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Events::SetCamera e;
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e.CameraEntity = cameraEntity;
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m_EventBroker->Publish(e);
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}
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}
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}
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m_SpawnRequests.clear();
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@@ -57,6 +52,12 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
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return false;
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}
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// Team picks should be processed ONLY server-side!
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// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
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if (e.PlayerID == -1 && m_NetworkEnabled) {
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return false;
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}
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if (e.Value != 0) {
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SpawnRequest req;
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req.PlayerID = e.PlayerID;
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@@ -67,3 +68,17 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
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return true;
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}
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bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player is actually spawned (since the actual spawning is handled on the server)
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// Set the camera to the correct entity
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EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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Events::SetCamera e;
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e.CameraEntity = cameraEntity;
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m_EventBroker->Publish(e);
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}
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return true;
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}
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