Major networking refactoring to allow for snapshot filtering outside of netcode
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@@ -20,16 +20,22 @@
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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class Client : public Network
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{
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public:
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Client(ConfigFile* config);
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Client(World* world, EventBroker* eventBroker);
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Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
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~Client();
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void Start(World* world, EventBroker* eventBroker) override;
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void Connect(std::string address, int port);
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void Update() override;
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private:
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std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
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// Assio UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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@@ -45,10 +51,8 @@ private:
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PacketID m_SendPacketID = 0;
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// Game logic
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World* m_World;
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std::string m_PlayerName;
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PlayerID m_PlayerID = -1;
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EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
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bool m_IsConnected = false;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Server Client Lookup map
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@@ -74,7 +78,9 @@ private:
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void connect();
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void disconnect();
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void parseMessageType(Packet& packet);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
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SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
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void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
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void parseConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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@@ -99,7 +105,6 @@ private:
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void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
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// Events
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EventBroker* m_EventBroker;
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EventRelay<Client, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
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