timestep logic added, but is not used.

This commit is contained in:
Jocke
2016-02-19 13:24:06 +01:00
parent d1832c1741
commit b547938928
5 changed files with 42 additions and 22 deletions
+1 -1
View File
@@ -89,7 +89,7 @@ private:
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void parseOnInputCommand(Packet& packet);
void publishInputCommands(double dt);
void publishInputCommands();
void identifyPacketLoss();
void hasServerTimedOut();
EntityID createPlayer();
+2
View File
@@ -52,6 +52,7 @@ private:
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
std::vector<Events::InputCommand> m_InputCommandsToPublish;
//Timers
std::clock_t m_StartPingTime;
@@ -82,6 +83,7 @@ private:
void parseTCPConnect(Packet & packet);
void parseDisconnect();
bool shouldSendToClient(EntityWrapper childEntity);
void publishInputCommands();
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
+14 -6
View File
@@ -44,8 +44,8 @@ void Client::Connect(std::string address, int port)
void Client::Update(double dt)
{
m_EventBroker->Process<Client>();
m_TimeStamp += dt;
publishInputCommands(dt);
//m_TimeStamp += dt;
publishInputCommands();
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
@@ -74,8 +74,9 @@ void Client::Update(double dt)
sendInputCommands();
m_TimeSinceSentInputs = std::clock();
}
// HACK: Send absolute player positions for now to avoid desync until we have reliable messages
//sendLocalPlayerTransform();
// HACK: Send absolute player positions for now to avoid desync until we have reliable messages.
// Reliable messages and timestamps did not fix it.
sendLocalPlayerTransform();
hasServerTimedOut();
}
@@ -307,6 +308,13 @@ void Client::parseSnapshot(Packet& packet)
// }
//}
// Read timestamp
double remoteTimestamp = packet.ReadPrimitive<double>();
//if (abs(remoteTimestamp - m_TimeStamp) > 0.100) {
// m_TimeStamp = remoteTimestamp;
// LOG_INFO("Resynced remote and local timestamp");
//}
// Read world state
while (packet.DataReadSize() < packet.Size()) {
EntityID serverEntityID = packet.ReadPrimitive<EntityID>();
@@ -382,12 +390,12 @@ void Client::parseOnInputCommand(Packet & packet)
}
}
void Client::publishInputCommands(double dt)
void Client::publishInputCommands()
{
std::vector<Events::InputCommand> notPublishedEvents;
for (int i = 0; i < m_ReceivedInputCommands.size(); i++) {
if (m_ReceivedInputCommands.at(i).TimeStamp < m_TimeStamp) {
m_EventBroker->Publish(m_ReceivedInputCommands.at(i).TimeStamp);
m_EventBroker->Publish(m_ReceivedInputCommands.at(i));
}
else {
notPublishedEvents.push_back(m_ReceivedInputCommands.at(i));
+23 -7
View File
@@ -1,6 +1,6 @@
#include "Network/Server.h"
Server::Server(World* world, EventBroker* eventBroker, int port)
Server::Server(World* world, EventBroker* eventBroker, int port)
: Network(world, eventBroker)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
@@ -30,6 +30,7 @@ void Server::Update(double dt)
{
m_EventBroker->Process<Server>();
m_TimeStamp += dt;
publishInputCommands();
PlayerDefinition pd;
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
for (auto& kv : m_ConnectedPlayers) {
@@ -118,7 +119,7 @@ void Server::parseMessageType(Packet& packet)
parseOnPlayerDamage(packet);
break;
case MessageType::PlayerTransform:
// parsePlayerTransform(packet);
parsePlayerTransform(packet);
break;
default:
break;
@@ -146,6 +147,7 @@ void Server::sendSnapshot()
{
Packet packet(MessageType::Snapshot);
//addInputCommandsToPacket(packet);
packet.WritePrimitive(m_TimeStamp/*+ somePingvalue + offset*/);
addChildrenToPacket(packet, EntityID_Invalid);
unreliableBroadcast(packet);
}
@@ -280,7 +282,7 @@ void Server::parseTCPConnect(Packet & packet)
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
LOG_INFO("Parsing connections");
// Check if player is already connected
// Ska vara till lagd i TCPServer receive
@@ -333,6 +335,7 @@ void Server::disconnect(PlayerID playerID)
e.PlayerID = playerID;
m_EventBroker->Publish(e);
//m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
// TODO Kolla Anders crashade efter timeout med break point
m_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_ConnectedPlayers[playerID].TCPSocket->close();
m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
@@ -375,8 +378,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
}
isReadingData = !isReadingData;
m_SaveDataTimer = std::clock();
}
else if (e.Command == "KickPlayer" && e.Value > 0) {
} else if (e.Command == "KickPlayer" && e.Value > 0) {
kick(0);
}
@@ -467,8 +469,8 @@ void Server::parseOnInputCommand(Packet& packet)
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
e.Value = packet.ReadPrimitive<float>();
e.TimeStamp = packet.ReadPrimitive<double>();
/* m_EventBroker->Publish(e);*/
/* m_EventBroker->Publish(e);*/
m_InputCommandsToPublish.push_back(e);
if (e.Command == "PrimaryFire" || e.Command == "Reload") {
m_InputCommandsToBroadcast.push_back(e);
}
@@ -518,6 +520,20 @@ bool Server::shouldSendToClient(EntityWrapper childEntity)
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
}
void Server::publishInputCommands()
{
std::vector<Events::InputCommand> notPublishedEvents;
for (int i = 0; i < m_InputCommandsToPublish.size(); i++) {
if (m_InputCommandsToPublish.at(i).TimeStamp < m_TimeStamp) {
m_EventBroker->Publish(m_InputCommandsToPublish.at(i));
} else {
LOG_INFO("Did not instantly publish command");
notPublishedEvents.push_back(m_InputCommandsToPublish.at(i));
}
}
m_InputCommandsToPublish = notPublishedEvents;
}
PlayerID Server::GetPlayerIDFromEndpoint()
{
// check both tcp and udp connection
+2 -8
View File
@@ -16,14 +16,8 @@ PlayerMovementSystem::~PlayerMovementSystem()
void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
if (IsServer) {
for (auto& kv : m_PlayerInputControllers) {
updateVelocity(kv.first, dt);
}
} else {
if (LocalPlayer.Valid()) {
updateVelocity(LocalPlayer, dt);
}
if (LocalPlayer.Valid()) {
updateVelocity(LocalPlayer, dt);
}
}