Reverted last commit. Also testing to delay OnPlayerSpawn event for clients. No progress...
This commit is contained in:
@@ -35,6 +35,8 @@ public:
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void Connect(std::string address, int port);
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void Update() override;
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std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
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void parseSpawnEvents();
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// Save for children
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std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
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@@ -54,7 +54,6 @@ void Client::Update()
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parseMessageType(packet);
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}
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}
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while (m_Reliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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@@ -177,14 +176,35 @@ void Client::parseKick()
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m_IsConnected = false;
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}
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void Client::parseSpawnEvents()
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{
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for (int i = 0; i < m_PlayerSpawnEvents.size(); i++) {
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Events::PlayerSpawned e;
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID[m_PlayerSpawnEvents[i].Player.ID]);
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e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[m_PlayerSpawnEvents[i].Spawner.ID]);
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e.PlayerID = -1;
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e.PlayerName = m_PlayerSpawnEvents[i].PlayerName;
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m_EventBroker->Publish(e);
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}
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m_PlayerSpawnEvents.clear();
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}
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void Client::parsePlayersSpawned(Packet& packet)
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{
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//Events::PlayerSpawned e;
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//e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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//e.PlayerID = -1;
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//e.PlayerName = packet.ReadString();
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//m_EventBroker->Publish(e);
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Events::PlayerSpawned e;
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Spawner = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.PlayerID = -1;
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e.PlayerName = packet.ReadString();
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m_EventBroker->Publish(e);
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m_PlayerSpawnEvents.push_back(e);
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parseSpawnEvents();
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}
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void Client::parseEntityDeletion(Packet & packet)
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@@ -322,6 +342,7 @@ void Client::parseSnapshot(Packet& packet)
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m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
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}
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}
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// parseSpawnEvents();
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}
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void Client::disconnect()
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@@ -42,22 +42,22 @@ void PickingPass::InitializeShaderPrograms()
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m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram->Link();
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m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
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m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingSkinnedProgram->Compile();
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m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingSkinnedProgram->Link();
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingSkinnedProgram->Compile();
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m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingSkinnedProgram->Link();
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}
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void PickingPass::Draw(RenderScene& scene)
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{
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint shaderHandle = m_PickingProgram->GetHandle();
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GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
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GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
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m_PickingProgram->Bind();
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if (scene.ClearDepth) {
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@@ -92,31 +92,26 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned())
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{
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->Skeleton->GetBones();
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// temp check revise later crashed client when connectiong
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// frameBones.size() was 0 // Jocke
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if (frameBones.size() > 0) {
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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} else {
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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@@ -202,7 +197,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if(modelJob->Model->IsSkinned()) {
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -257,7 +252,7 @@ void PickingPass::Draw(RenderScene& scene)
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -280,7 +275,7 @@ void PickingPass::Draw(RenderScene& scene)
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glBindVertexArray(modelJob->Model->VAO);
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@@ -288,7 +283,7 @@ void PickingPass::Draw(RenderScene& scene)
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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