Server now broadcasts certain input commands to all other clients (for stuff like shooting)
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@@ -48,6 +48,7 @@ private:
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float snapshotInterval;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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@@ -64,6 +65,7 @@ private:
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void broadcast(Packet& packet);
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void sendSnapshot();
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void checkForTimeOuts();
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void disconnect(PlayerID playerID);
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@@ -9,7 +9,6 @@
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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@@ -28,16 +27,11 @@ public:
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private:
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IRenderer* m_Renderer;
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// State
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e);
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};
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#endif
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@@ -230,6 +230,18 @@ void Client::ignoreFields(Packet& packet, const ComponentInfo& componentInfo)
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void Client::parseSnapshot(Packet& packet)
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{
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// Read input commands
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std::size_t numInputCommands = packet.ReadPrimitive<std::size_t>();
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for (std::size_t i = 0; i < numInputCommands; ++i) {
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Events::InputCommand e;
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e.PlayerID = packet.ReadPrimitive<EntityID>();
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
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e.Command = packet.ReadString();
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e.Value = packet.ReadPrimitive<float>();
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m_EventBroker->Publish(e);
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}
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// Read world state
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while (packet.DataReadSize() < packet.Size()) {
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EntityID serverEntityID = packet.ReadPrimitive<EntityID>();
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EntityID serverParentID = packet.ReadPrimitive<EntityID>();
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@@ -339,6 +351,10 @@ void Client::disconnect()
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bool Client::OnInputCommand(const Events::InputCommand & e)
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{
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if (e.PlayerID != -1) {
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return false;
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}
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if (e.Command == "ConnectToServer") { // Connect for now
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if (e.Value > 0) {
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connect();
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@@ -165,10 +165,24 @@ void Server::broadcast(Packet& packet)
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void Server::sendSnapshot()
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{
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Packet packet(MessageType::Snapshot);
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addInputCommandsToPacket(packet);
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addChildrenToPacket(packet, EntityID_Invalid);
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broadcast(packet);
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}
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void Server::addInputCommandsToPacket(Packet& packet)
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{
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// Number of input commands
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packet.WritePrimitive(m_InputCommandsToBroadcast.size());
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for (auto& command : m_InputCommandsToBroadcast) {
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packet.WritePrimitive(command.PlayerID);
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packet.WritePrimitive(m_ConnectedPlayers.at(command.PlayerID).EntityID);
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packet.WriteString(command.Command);
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packet.WritePrimitive(command.Value);
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}
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m_InputCommandsToBroadcast.clear();
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}
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void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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{
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auto itPair = m_World->GetChildren(entityID);
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@@ -273,6 +287,10 @@ void Server::parseOnInputCommand(Packet& packet)
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e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
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e.Value = packet.ReadPrimitive<float>();
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m_EventBroker->Publish(e);
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if (e.Command == "PrimaryFire") {
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m_InputCommandsToBroadcast.push_back(e);
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}
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//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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}
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}
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@@ -218,5 +218,10 @@ int Game::parseArgs(int argc, char* argv[])
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m_IsClient = true;
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}
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// HACK: Right now, client and server are mutually exclusive
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if (m_IsServer) {
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m_IsClient = false;
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}
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return 0;
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}
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@@ -5,7 +5,6 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer)
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, ImpureSystem()
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, m_Renderer(renderer)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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}
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@@ -15,30 +14,22 @@ void WeaponSystem::Update(double dt)
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}
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
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{
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if (e.PlayerID == -1) {
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m_LocalPlayer = e.Player;
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}
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return true;
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}
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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{
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// Only shoot client-side!
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if (e.PlayerID != -1) {
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if (!IsClient) {
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return false;
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}
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// Only shoot if the player is alive
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if (!m_LocalPlayer.Valid()) {
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if (!e.Player.Valid()) {
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return false;
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}
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if (e.Command == "PrimaryFire" && e.Value > 0) {
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Events::Shoot eShoot;
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if (e.PlayerID == -1) {
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eShoot.Player = m_LocalPlayer;
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eShoot.Player = LocalPlayer;
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} else {
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eShoot.Player = e.Player;
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}
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@@ -97,8 +88,8 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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//(glm::vec3&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
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}
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// Only run further picking code client-side!
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if (eShoot.Player != m_LocalPlayer) {
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// Only run further picking code for the local player!
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if (eShoot.Player != LocalPlayer) {
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return false;
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}
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