Merge remote-tracking branch 'origin/master' into TCPConnections

# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Systems/PlayerSpawnSystem.cpp
This commit is contained in:
Jocke
2016-02-12 05:16:30 +01:00
58 changed files with 8174 additions and 898 deletions
+83 -16
View File
@@ -1,20 +1,39 @@
#include "Systems/PlayerSpawnSystem.h"
//This should be set by the config anyway.
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
, m_Timer(0.f)
{
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void PlayerSpawnSystem::Update(double dt)
{
//Increase timer.
m_Timer += dt;
if (m_Timer < m_RespawnTime) {
return;
}
//If respawn time has passed, we spawn all players that have requested to be spawned.
m_Timer = 0.f;
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
if (m_SpawnRequests.size() == 0) {
return;
}
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
if (playerSpawns == nullptr) {
return;
}
int numSpawnedPlayers = 0;
for (auto& req : m_SpawnRequests) {
for (auto& cPlayerSpawn : *playerSpawns) {
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
@@ -40,29 +59,61 @@ void PlayerSpawnSystem::Update(double dt)
e.Player = player;
e.Spawner = spawner;
m_EventBroker->Publish(e);
++numSpawnedPlayers;
break;
}
}
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
} else {
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
}
m_SpawnRequests.clear();
}
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command != "PickTeam") {
return false;
}
// Team picks should be processed ONLY server-side!
// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
if (e.PlayerID == -1 && m_NetworkEnabled) {
// Don't make a spawn request if we're the client.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (e.Value != 0) {
if (e.Value == 0) {
return false;
}
//TODO: Spectating?
//Right now, return if someone picks spectator.
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
if ((ComponentInfo::EnumType)e.Value == 1) {
return false;
}
//Check if the player already requested spawn.
auto iter = m_SpawnRequests.begin();
for (; iter != m_SpawnRequests.end(); ++iter) {
if (iter->PlayerID == e.PlayerID) {
break;
}
}
if (iter != m_SpawnRequests.end()) {
//If player is in queue to spawn, then change their team affiliation in the request.
iter->Team = (ComponentInfo::EnumType)e.Value;
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
//If player is not in queue to spawn, then create a spawn request,
//but only if they are spectating and/or just connected.
SpawnRequest req;
req.PlayerID = e.PlayerID;
req.Team = (ComponentInfo::EnumType)e.Value;
m_SpawnRequests.push_back(req);
} else {
return false;
}
return true;
@@ -70,17 +121,12 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// When a player is actually spawned (since the actual spawning is handled on the server)
// Check if a player already exists
// Hack should be moved.
if (m_PlayerEntities.count(e.PlayerID) != 0) {
// TODO: Disallow infinite respawning here
if (m_PlayerEntities[e.PlayerID].Valid()) {
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
}
}
// Store the player for future reference
m_PlayerEntities[e.PlayerID] = e.Player;
m_PlayerIDs[e.Player.ID] = e.PlayerID;
// When a player is actually spawned (since the actual spawning is handled on the server)
// Hack should be moved.
if (!IsClient) {
return false;
@@ -88,7 +134,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
// Set the camera to the correct entity
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (cameraEntity.Valid() && !outOfBodyExperience) {
Events::SetCamera e;
e.CameraEntity = cameraEntity;
m_EventBroker->Publish(e);
@@ -113,4 +160,24 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
}
return true;
}
}
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
//Only spawn request if network is disabled or we are server.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (!e.Player.HasComponent("Team")) {
return false;
}
ComponentWrapper cTeam = e.Player["Team"];
//A spectator can't die anyway
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
return false;
}
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
m_SpawnRequests.push_back(req);
}