Implemented new version of snapshot for 3D world. Also some cleanup.
This commit is contained in:
@@ -19,10 +19,11 @@ Client::~Client()
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_CrtDumpMemoryLeaks();
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}
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void Client::Start(EventBroker* eventBroker)
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void Client::Start(World* world, EventBroker* eventBroker)
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{
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// Subscribe to events
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m_EventBroker = eventBroker;
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m_World = world;
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m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EKeyDown);
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std::cout << "Please enter you name: ";
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@@ -34,24 +35,10 @@ void Client::Start(EventBroker* eventBroker)
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boost::thread_group threads;
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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m_GameBoard[j][i] = ' ';
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}
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}
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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m_PlayerPositions[i].x = -1;
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m_PlayerPositions[i].y = -1;
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m_PlayerNames[i] = "X";
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}
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m_Socket.connect(m_ReceiverEndpoint);
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std::cout << "I am client. BIP BOP\n";
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threads.create_thread(boost::bind(&Client::DisplayLoop, this));
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threads.create_thread(boost::bind(&Client::ReadFromServer, this));
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//threads.create_thread(boost::bind(&Client::InputLoop, this));
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threads.join_all();
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}
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@@ -63,47 +50,6 @@ void Client::Close()
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m_Socket.close();
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}
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void Client::InputLoop()
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{
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int intervallMs = 33; // ~30 times per second
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int commandInterval = 200; // for commands like ping and connect, name might be ambigiuos
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std::clock_t previousInputTime = std::clock();
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std::clock_t previousCommandTime = std::clock();
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while (m_ThreadIsRunning) {
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std::clock_t currentTime = std::clock();
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int testTimeShit = (1000 * (currentTime - previousCommandTime) / (double)CLOCKS_PER_SEC);
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if (commandInterval < (1000 * (currentTime - previousCommandTime) / (double)CLOCKS_PER_SEC)) {
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SendDebugInput();
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previousCommandTime = currentTime;
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}
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int testTimeShit2 = (1000 * (currentTime - previousInputTime) / (double)CLOCKS_PER_SEC);
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if (intervallMs < (1000 * (currentTime - previousInputTime) / (double)CLOCKS_PER_SEC)) {
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if (m_PlayerID != -1) {
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//SendInput();
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}
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previousInputTime = currentTime;
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}
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}
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}
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void Client::DisplayLoop()
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{
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while (m_ThreadIsRunning) {
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// Update gameboard
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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m_GameBoard[j][i] = ' ';
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}
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}
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if (m_ShouldDrawGameBoard)
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//DrawBoard();
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boost::this_thread::sleep(boost::posix_time::millisec(100));
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}
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}
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void Client::ReadFromServer()
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{
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int bytesRead = -1;
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@@ -183,7 +129,7 @@ void Client::ParseEventMessage(char* data, size_t length)
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memcpy(&Id, data, sizeof(int));
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MoveMessageHead(data, length, sizeof(int));
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// Sett Player name
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m_PlayerNames[Id] = command.erase(0, 7);
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m_PlayerDefinitions[Id].Name = command.erase(0, 7);
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}
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else {
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std::cout << "Event message: " << std::string(data) << std::endl;
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@@ -196,40 +142,37 @@ void Client::ParseSnapshot(char* data, size_t length)
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{
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std::string tempName;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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memcpy(&m_PlayerPositions[i].x, data, sizeof(float));
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// We're checking for empty name for now. This might not be the best way,
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// but it is to avoid sending redundant data.
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// Read position data
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glm::vec3 playerPos;
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memcpy(&playerPos.x, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&m_PlayerPositions[i].y, data, sizeof(float));
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memcpy(&playerPos.y, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&playerPos.z, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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tempName = std::string(data);
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m_PlayerNames[i] = tempName;
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// +1 for null terminator
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MoveMessageHead(data, length, tempName.size() + 1);
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}
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}
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void Client::DrawBoard()
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{
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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if (m_PlayerPositions[i].x != -1 && m_PlayerPositions[i].y != -1) {
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m_GameBoard[static_cast<int>(m_PlayerPositions[i].x)][static_cast<int>(m_PlayerPositions[i].y)] = m_PlayerNames[i][0];
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// Apply the position data read to the player entity
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// New player connected on the server side
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if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
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CreateNewPlayer(i);
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}
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}
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system("cls");
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for (size_t i = 0; i < BOARDSIZE; i++) {
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std::cout << '_';
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}
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std::cout << std::endl;
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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std::cout << m_GameBoard[j][i];
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else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
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// Someone disconnected
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// TODO: Insert code here
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}
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std::cout << std::endl;
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}
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for (size_t i = 0; i < BOARDSIZE; i++) {
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std::cout << "^";
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else {
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// Not a connected player
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break;
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}
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m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
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m_PlayerDefinitions[i].Name = tempName;
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}
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}
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@@ -288,22 +231,6 @@ void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
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length -= stepSize;
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}
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void Client::SendDebugInput()
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{
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char* dataPackage = new char[INPUTSIZE];
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if (GetAsyncKeyState('P')) { // Maybe use previous key here
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int length = CreateMessage(MessageType::ClientPing, "Ping", dataPackage);
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m_StartPingTime = std::clock();
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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length),
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m_ReceiverEndpoint, 0);
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}
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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}
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bool Client::OnKeyDown(const Events::KeyDown& event)
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{
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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@@ -345,4 +272,12 @@ bool Client::OnKeyDown(const Events::KeyDown& event)
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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return true;
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}
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void Client::CreateNewPlayer(int i)
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{
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m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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}
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