Major networking refactoring to allow for snapshot filtering outside of netcode
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@@ -17,6 +17,7 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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return;
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}
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//return;
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if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
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m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
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Transform sTransform = m_NextTransform[transform.EntityID];
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@@ -32,21 +33,14 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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}
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}
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if (transform.Info.Name == "Transform") {
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bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
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// Position
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glm::vec3 nextPosition = sTransform.Position;
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glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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// HACK: Don't force position for players
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if (!isLocalPlayer) {
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(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
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}
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(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
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// Orientation
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// Don't force orientation for players
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if (!isLocalPlayer) {
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glm::quat nextOrientation = sTransform.Orientation;
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glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / m_SnapshotInterval));
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}
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glm::quat nextOrientation = sTransform.Orientation;
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glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, glm::max(sTransform.interpolationTime / m_SnapshotInterval, 1.f)));
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// Scale
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glm::vec3 nextScale = sTransform.Scale;
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glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
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@@ -61,24 +55,22 @@ bool InterpolationSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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return true;
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}
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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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{
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Transform transform;
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int offset = 0;
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// Read the data
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memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
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offset += sizeof(glm::vec3);
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glm::vec3 tempOrientation;
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memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
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transform.Orientation = glm::quat(tempOrientation);
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offset += sizeof(glm::vec3);
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memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
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transform.interpolationTime = 0.0f;
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// TODO: Make this work for arbitrary component types
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if (e.Component.Info.Name == "Transform") {
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Transform transform;
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transform.Position = e.Component["Position"];
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transform.Orientation = glm::quat((glm::vec3)e.Component["Orientation"]);
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transform.Scale = e.Component["Scale"];
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transform.interpolationTime = 0.0f;
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if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
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m_LastReceivedTransform[e.Entity] = transform;
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} else { // Did not
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m_NextTransform[e.Entity] = transform;
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if (m_NextTransform.find(e.Entity.ID) != m_NextTransform.end()) { // Did exist
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m_LastReceivedTransform[e.Entity.ID] = transform;
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} else { // Did not
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m_NextTransform[e.Entity.ID] = transform;
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}
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}
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return false;
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return true;
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}
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