WE now send the map on connect after that only player information.
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@@ -146,7 +146,7 @@ void Server::sendSnapshot()
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{
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Packet packet(MessageType::Snapshot);
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addInputCommandsToPacket(packet);
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addChildrenToPacket(packet, EntityID_Invalid);
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addPlayersToPacket(packet, EntityID_Invalid);
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unreliableBroadcast(packet);
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}
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@@ -163,7 +163,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
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m_InputCommandsToBroadcast.clear();
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}
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void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
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{
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auto itPair = m_World->GetChildren(entityID);
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std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
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@@ -212,6 +212,49 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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}
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}
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void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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{
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auto itPair = m_World->GetChildren(entityID);
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std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
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// Loop through every child
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for (auto it = itPair.first; it != itPair.second; it++) {
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EntityID childEntityID = it->second;
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// Write EntityID and parentsID and Entity name
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packet.WritePrimitive(childEntityID);
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packet.WritePrimitive(entityID);
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packet.WriteString(m_World->GetName(childEntityID));
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// Write components to child
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int numberOfComponents = 0;
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for (auto& i : worldComponentPools) {
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if (i.second->KnowsEntity(childEntityID)) {
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numberOfComponents++;
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}
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}
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// Write how many components should be read
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packet.WritePrimitive(numberOfComponents);
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for (auto& i : worldComponentPools) {
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// If the entity exist in the pool
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if (i.second->KnowsEntity(childEntityID)) {
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ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
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// ComponentType
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packet.WriteString(componentWrapper.Info.Name);
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// Loop through fields
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for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
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ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
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if (fieldInfo.Type == "string") {
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std::string& value = componentWrapper[componentField];
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packet.WriteString(value);
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} else {
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packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
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}
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}
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}
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}
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// Go to to your children
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addChildrenToPacket(packet, childEntityID);
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}
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}
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void Server::sendPing()
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{
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// Prints connected players ping
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@@ -304,6 +347,11 @@ void Server::parseTCPConnect(Packet & packet)
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connnectPacket.WritePrimitive(playerID);
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m_Reliable.Send(connnectPacket);
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Packet firstSnapshot(MessageType::Snapshot);
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addInputCommandsToPacket(firstSnapshot);
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addChildrenToPacket(firstSnapshot, EntityID_Invalid);
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m_Reliable.Send(firstSnapshot);
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// Send notification that a player has connected
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//Packet notificationPacket(MessageType::PlayerConnected);
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//broadcast(notificationPacket);
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