The logic for removing the world is working but when we send the map again the clients memory usage goes crazy.

This commit is contained in:
Jocke
2016-03-12 17:49:50 +01:00
parent 0c1a2d3160
commit c544f349fd
9 changed files with 64 additions and 12 deletions
+1
View File
@@ -33,6 +33,7 @@
#include "Network/EDisplayServerlist.h"
#include "Network/EConnectRequest.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EReset.h"
class Client : public Network
{
+1
View File
@@ -26,6 +26,7 @@
#include "Network/EPlayerConnected.h"
#include "Network/EKillDeath.h"
#include "Core/EWin.h"
#include "Game/Events/EReset.h"
class Server : public Network
{
@@ -1,5 +1,5 @@
#ifndef Restart_h__
#define Restart_h__
#ifndef Reset_h__
#define Reset_h__
#include "Core/EventBroker.h"
#include "Core/EntityWrapper.h"
@@ -7,7 +7,7 @@
namespace Events
{
struct Restart : Event
struct Reset : Event
{
};
@@ -9,6 +9,7 @@
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include "Game/Events/EReset.h"
#include <tuple>
#include <vector>
@@ -23,6 +24,7 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
private:
void Init();
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
@@ -30,6 +32,8 @@ private:
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
EventRelay<CapturePointSystem, Events::Reset> m_EReset;
bool CapturePointSystem::OnReset(const Events::Reset& e);
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
bool m_WinnerWasFound = false;
@@ -4,6 +4,7 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EReset.h"
class SpectatorCameraSystem : public ImpureSystem
{
@@ -15,11 +16,14 @@ public:
private:
int m_PickedTeam;
bool m_CamSetToTeamPick;
void reset();
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
bool OnDisconnect(const Events::PlayerDisconnected& e);
EventRelay<SpectatorCameraSystem, Events::Reset> m_EReset;
bool OnReset(const Events::Reset& e);
};
#endif