Major networking refactoring to allow for snapshot filtering outside of netcode
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
project(TacticalZ-Game)
|
||||
|
||||
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
|
||||
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options)
|
||||
|
||||
set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include/Game)
|
||||
include_directories(
|
||||
@@ -22,13 +22,17 @@ file(GLOB SOURCE_FILES_Events
|
||||
)
|
||||
source_group(Events FILES ${SOURCE_FILES_Events})
|
||||
|
||||
file(GLOB SOURCE_FILES_Network
|
||||
"${INCLUDE_PATH}/Network/*.h"
|
||||
"Network/*.cpp"
|
||||
)
|
||||
source_group(Network FILES ${SOURCE_FILES_Network})
|
||||
set(SOURCE_FILES
|
||||
${SOURCE_FILES}
|
||||
"Game.cpp"
|
||||
${SOURCE_FILES_Systems}
|
||||
${SOURCE_FILES_Events}
|
||||
|
||||
|
||||
${SOURCE_FILES_Network}
|
||||
)
|
||||
|
||||
set(LIBRARIES
|
||||
|
||||
+56
-14
@@ -13,10 +13,13 @@
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Game/Systems/PlayerHUDSystem.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Rendering/AnimationSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
parseArgs(argc, argv);
|
||||
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<Sound>("Sound");
|
||||
ResourceManager::RegisterType<Model>("Model");
|
||||
@@ -73,15 +76,14 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// Initialize network
|
||||
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
|
||||
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
|
||||
if (isServer) {
|
||||
m_Network = new Server();
|
||||
m_IsServer = true;
|
||||
} else {
|
||||
m_Network = new Client(m_Config);
|
||||
m_IsClient = true;
|
||||
if (m_IsServer) {
|
||||
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
|
||||
} else if (m_IsClient) {
|
||||
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
|
||||
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||
}
|
||||
m_Network->Start(m_World, m_EventBroker);
|
||||
}
|
||||
|
||||
// Create Octrees
|
||||
@@ -132,8 +134,11 @@ Game::~Game()
|
||||
delete m_OctreeFrustrumCulling;
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
if (m_Network != nullptr) {
|
||||
delete m_Network;
|
||||
if (m_NetworkClient != nullptr) {
|
||||
delete m_NetworkClient;
|
||||
}
|
||||
if (m_NetworkServer != nullptr) {
|
||||
delete m_NetworkServer;
|
||||
}
|
||||
delete m_World;
|
||||
delete m_FrameStack;
|
||||
@@ -163,8 +168,12 @@ void Game::Tick()
|
||||
m_EventBroker->Swap();
|
||||
|
||||
// Update network
|
||||
if (m_Network != nullptr) {
|
||||
m_Network->Update();
|
||||
m_EventBroker->Process<MultiplayerSnapshotFilter>();
|
||||
if (m_NetworkClient != nullptr) {
|
||||
m_NetworkClient->Update();
|
||||
}
|
||||
if (m_NetworkServer != nullptr) {
|
||||
m_NetworkServer->Update();
|
||||
}
|
||||
|
||||
// Iterate through systems and update world!
|
||||
@@ -176,4 +185,37 @@ void Game::Tick()
|
||||
m_RenderFrame->Clear();
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
}
|
||||
}
|
||||
|
||||
int Game::parseArgs(int argc, char* argv[])
|
||||
{
|
||||
namespace po = boost::program_options;
|
||||
|
||||
po::options_description desc("Options");
|
||||
desc.add_options()
|
||||
("help", "Help")
|
||||
("server,s", po::bool_switch(&m_IsServer), "Launch game in server mode")
|
||||
("connect", po::value<std::string>(&m_NetworkAddress)->default_value(""), "Connect to this address in client mode")
|
||||
("port,p", po::value<int>(&m_NetworkPort), "Port to listen on or connect to");
|
||||
;
|
||||
|
||||
po::variables_map vm;
|
||||
try {
|
||||
po::store(po::parse_command_line(argc, argv, desc), vm);
|
||||
po::notify(vm);
|
||||
} catch (std::exception& e) {
|
||||
LOG_ERROR(e.what());
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (vm.count("help")) {
|
||||
std::cout << desc << std::endl;
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if (vm.count("connect")) {
|
||||
m_IsClient = true;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
|
||||
MultiplayerSnapshotFilter::MultiplayerSnapshotFilter(EventBroker* eventBroker)
|
||||
: m_EventBroker(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &MultiplayerSnapshotFilter::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
|
||||
{
|
||||
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (component.Info.Name == "Transform") {
|
||||
m_EventBroker->Publish(Events::Interpolate(entity, component));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MultiplayerSnapshotFilter::OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned)
|
||||
{
|
||||
m_LocalPlayer = ePlayerSpawned.Player;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#include "Systems/ExplosionEffectSystem.h"
|
||||
|
||||
void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
|
||||
(double)component["TimeSinceDeath"] = 0.f;
|
||||
}
|
||||
(double&)component["TimeSinceDeath"] += dt;
|
||||
|
||||
//if ((bool)Component["Gravity"] == true) {
|
||||
// (bool)Component["ExponentialAccelaration"] = false;
|
||||
//}
|
||||
}
|
||||
|
||||
@@ -17,6 +17,7 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
|
||||
return;
|
||||
}
|
||||
|
||||
//return;
|
||||
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
|
||||
m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
|
||||
Transform sTransform = m_NextTransform[transform.EntityID];
|
||||
@@ -32,21 +33,14 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
|
||||
}
|
||||
}
|
||||
if (transform.Info.Name == "Transform") {
|
||||
bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
|
||||
// Position
|
||||
glm::vec3 nextPosition = sTransform.Position;
|
||||
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
|
||||
// HACK: Don't force position for players
|
||||
if (!isLocalPlayer) {
|
||||
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
|
||||
}
|
||||
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
|
||||
// Orientation
|
||||
// Don't force orientation for players
|
||||
if (!isLocalPlayer) {
|
||||
glm::quat nextOrientation = sTransform.Orientation;
|
||||
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
|
||||
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / m_SnapshotInterval));
|
||||
}
|
||||
glm::quat nextOrientation = sTransform.Orientation;
|
||||
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
|
||||
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, glm::max(sTransform.interpolationTime / m_SnapshotInterval, 1.f)));
|
||||
// Scale
|
||||
glm::vec3 nextScale = sTransform.Scale;
|
||||
glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
|
||||
@@ -61,24 +55,22 @@ bool InterpolationSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
|
||||
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e)
|
||||
{
|
||||
Transform transform;
|
||||
int offset = 0;
|
||||
// Read the data
|
||||
memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
offset += sizeof(glm::vec3);
|
||||
glm::vec3 tempOrientation;
|
||||
memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
transform.Orientation = glm::quat(tempOrientation);
|
||||
offset += sizeof(glm::vec3);
|
||||
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
transform.interpolationTime = 0.0f;
|
||||
// TODO: Make this work for arbitrary component types
|
||||
if (e.Component.Info.Name == "Transform") {
|
||||
Transform transform;
|
||||
transform.Position = e.Component["Position"];
|
||||
transform.Orientation = glm::quat((glm::vec3)e.Component["Orientation"]);
|
||||
transform.Scale = e.Component["Scale"];
|
||||
transform.interpolationTime = 0.0f;
|
||||
|
||||
if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
|
||||
m_LastReceivedTransform[e.Entity] = transform;
|
||||
} else { // Did not
|
||||
m_NextTransform[e.Entity] = transform;
|
||||
if (m_NextTransform.find(e.Entity.ID) != m_NextTransform.end()) { // Did exist
|
||||
m_LastReceivedTransform[e.Entity.ID] = transform;
|
||||
} else { // Did not
|
||||
m_NextTransform[e.Entity.ID] = transform;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user