Major networking refactoring to allow for snapshot filtering outside of netcode
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@@ -18,6 +18,13 @@
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class InterpolationSystem : public PureSystem
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{
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public:
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InterpolationSystem(SystemParams params);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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struct Transform
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{
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glm::vec3 Position;
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@@ -25,27 +32,22 @@ class InterpolationSystem : public PureSystem
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glm::quat Orientation;
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float interpolationTime;
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};
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public:
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InterpolationSystem(SystemParams params);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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T vectorInterpolation(T prev, T next, double currentTime)
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{
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T difference = next - prev;
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T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
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T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
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return vector;
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}
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float m_SnapshotInterval;
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EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
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bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
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EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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