Merge remote-tracking branch 'origin/master' into DefenderShield
# Conflicts: # resources/Schema/Components.xsd
This commit is contained in:
@@ -28,6 +28,21 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
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//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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//Return true if the ray hits the triangle.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
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float& outUCoord,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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@@ -52,6 +67,9 @@ bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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@@ -43,6 +43,11 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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memcpy(destination.Data, this->Data, Info.Stride);
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}
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struct SubscriptProxy
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{
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@@ -0,0 +1,17 @@
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#ifndef EPickupSpawned_h__
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#define EPickupSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PickupSpawned : Event
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{
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EntityWrapper Pickup;
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};
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}
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#endif
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@@ -9,6 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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@@ -10,8 +10,7 @@ namespace Events
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struct PlayerDeath : Event
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{
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityID KilledBy;
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EntityID PlayerID;
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EntityWrapper Player;
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std::string KilledByWhat;
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};
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@@ -2,16 +2,16 @@
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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struct PlayerHealthPickup : Event
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{
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EntityWrapper Player;
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double HealthAmount;
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};
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}
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@@ -102,7 +102,7 @@ public:
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m_ExtraMemory.push_back((char*)malloc(m_Stride));
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//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
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if (!DisableMemoryPool::Value) {
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LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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}
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return m_ExtraMemory.back();
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}
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@@ -111,7 +111,7 @@ struct Child
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std::vector<ContainedObject>& m_StaticObjectsRef;
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std::vector<ContainedObject>& m_DynamicObjectsRef;
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bool hasChildren() const;
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inline bool hasChildren() const { return m_Children[0] != nullptr; }
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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@@ -7,6 +7,10 @@
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class Ray
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{
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public:
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Ray()
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: m_Origin(glm::vec3(0.f))
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, m_Direction(glm::vec3(0, 0, 1))
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{}
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Ray(const glm::vec3& origin, const glm::vec3& dir)
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: m_Origin(origin)
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, m_Direction(glm::normalize(dir))
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@@ -200,13 +200,16 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
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}
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//If resource has already been cached and completely loaded.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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if (it->second != nullptr) {
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return static_cast<T*>(it->second);
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} else {
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//Don't return null on failure, exception instead.
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throw Resource::FailedLoadingException();
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{
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boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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if (it->second != nullptr) {
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return static_cast<T*>(it->second);
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} else {
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//Don't return null on failure, exception instead.
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throw Resource::FailedLoadingException();
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}
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}
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}
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@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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}
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@@ -4,6 +4,7 @@
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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#include "InputHandler.h"
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template <typename EventContext>
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class FirstPersonInputController : public InputController<EventContext>
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@@ -25,6 +26,10 @@ public:
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virtual bool OnCommand(const Events::InputCommand& e) override;
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virtual void Reset();
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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protected:
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const int m_PlayerID;
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bool m_MouseLocked = false;
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@@ -33,6 +38,22 @@ protected:
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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double m_AssaultDashCoolDownTimer = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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//and its very unlikely that someone wants to change that value
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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std::string m_AssaultDashTapDirection = "";
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std::string m_CurrentDirectionVector = "";
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bool m_AssaultDashDoubleTapped = false;
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bool m_PlayerIsDashing = false;
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bool m_ShiftDashing = false;
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bool m_ValidDoubleTap = false;
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//specialabilitys
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bool m_MovementKeyDown = false;
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bool m_SpecialAbilityKeyDown = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e);
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@@ -104,6 +125,26 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value != 0) {
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m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
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}
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//if value = 0 then you have just released this key
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if (e.Value != 0) {
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m_MovementKeyDown = true;
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//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
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if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
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m_ValidDoubleTap = true;
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}
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} else {
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//== 0
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m_MovementKeyDown = false;
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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if (e.Command == "Jump") {
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m_Jumping = e.Value > 0;
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}
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@@ -112,6 +153,19 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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m_Crouching = e.Value > 0;
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}
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if (e.Command == "SpecialAbility") {
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if (e.Value > 0) {
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m_SpecialAbilityKeyDown = true;
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} else {
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m_SpecialAbilityKeyDown = false;
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}
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}
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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m_ShiftDashing = true;
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} else {
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m_ShiftDashing = false;
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}
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return true;
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}
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@@ -129,4 +183,53 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
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return true;
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
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m_AssaultDashDoubleTapDeltaTime += dt;
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m_AssaultDashCoolDownTimer -= dt;
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//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
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if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
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m_PlayerIsDashing = true;
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} else {
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m_PlayerIsDashing = false;
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}
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//dashing with shift
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if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
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//player is dashing with shift
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//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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//moving to the side has priority
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return;
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}
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//dashing with doubletap - check if doubletap to dash enabled
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if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
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return;
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}
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//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
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if (m_AssaultDashDoubleTapped) {
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m_AssaultDashDoubleTapped = false;
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}
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//check if we have received a valid doubletap
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if (!m_ValidDoubleTap) {
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return;
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}
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m_ValidDoubleTap = false;
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if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
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//if we cant dash at the moment, then just reset the tap-sensitivity-timer
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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return;
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}
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//ok, we have a valid tap, lets do it
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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}
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#endif
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@@ -36,7 +36,7 @@ private:
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boost::asio::ip::udp::socket m_Socket;
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// Sending message to server logic
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int bytesRead = -1;
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size_t bytesRead = 0;
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char readBuf[INPUTSIZE] = { 0 };
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// Packet loss logic
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@@ -69,7 +69,7 @@ private:
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// Private member functions
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void readFromServer();
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int receive(char* data);
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size_t receive(char* data);
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void send(Packet& packet);
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void connect();
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void disconnect();
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@@ -29,7 +29,7 @@ protected:
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unsigned int m_SaveDataIntervalMs = 1000;
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std::clock_t m_SaveDataTimer;
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unsigned int m_MaxConnections;
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unsigned int m_TimeoutMs;
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double m_TimeoutMs;
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void saveToFile();
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void updateNetworkData();
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void initialize();
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@@ -3,16 +3,16 @@
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#include <vector>
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struct NetworkData {
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unsigned int TotalTime = 0;
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unsigned int TotalDataReceived = 0;
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unsigned int TotalDataSent = 0;
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unsigned int AmountOfMessagesReceived = 0;
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double TotalTime = 0;
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size_t TotalDataReceived = 0;
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size_t TotalDataSent = 0;
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size_t AmountOfMessagesReceived = 0;
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unsigned int AmountOfMessagesSent = 0;
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// Interval based
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unsigned int DataReceivedThisInterval = 0;
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unsigned int DataSentThisInterval = 0;
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size_t DataReceivedThisInterval = 0;
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size_t DataSentThisInterval = 0;
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// pair: first=reveived, second=send
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std::vector<std::pair<unsigned int, unsigned int>> BandwidthBytes;
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std::vector<std::pair<size_t, size_t>> BandwidthBytes;
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};
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#endif
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#endif
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@@ -13,7 +13,7 @@ public:
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// arg2: PacketID for identifying packet loss.
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Packet(MessageType type, unsigned int& packetID);
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// Used to create packet from already existing data buffer.
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Packet(char* data, const int sizeOfPacket);
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Packet(char* data, const size_t sizeOfPacket);
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Packet(MessageType type);
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~Packet();
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void Init(MessageType type, unsigned int& packetID);
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@@ -51,18 +51,18 @@ public:
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std::string ReadString();
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char* ReadData(int SizeOfData);
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void ChangePacketID(unsigned int& packetID);
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int Size() { return m_Offset; };
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size_t Size() { return m_Offset; };
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char* Data() { return m_Data; };
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unsigned int DataReadSize() { return m_ReturnDataOffset; }
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unsigned int MaxSize() { return m_MaxPacketSize; }
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unsigned int HeaderSize() { return m_HeaderSize; }
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size_t DataReadSize() { return m_ReturnDataOffset; }
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size_t MaxSize() { return m_MaxPacketSize; }
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size_t HeaderSize() { return m_HeaderSize; }
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private:
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char* m_Data;
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unsigned int m_ReturnDataOffset = 0;
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int m_Offset = 0;
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unsigned int m_MaxPacketSize = 512;
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unsigned int m_HeaderSize = 0;
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size_t m_ReturnDataOffset = 0;
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size_t m_Offset = 0;
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size_t m_MaxPacketSize = 512;
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size_t m_HeaderSize = 0;
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void resizeData();
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};
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@@ -36,14 +36,14 @@ private:
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std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
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// HACK: Fix INPUTSIZE
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char readBuffer[INPUTSIZE] = { 0 };
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int bytesRead = 0;
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size_t bytesRead = 0;
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// time for previouse message
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t timOutTimer = std::clock();
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// How often we send messages (milliseconds)
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int pingIntervalMs;
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int snapshotInterval;
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float pingIntervalMs;
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float snapshotInterval;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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@@ -59,7 +59,7 @@ private:
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PacketID m_PreviousPacketID = 0;
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// Private member functions
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int receive(char* data);
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size_t receive(char* data);
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void readFromClients();
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void send(PlayerID player, Packet& packet);
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void send(Packet& packet);
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Reference in New Issue
Block a user