Merge remote-tracking branch 'origin/master' into Menu

# Conflicts:
#	src/Engine/Rendering/Texture.cpp
#	src/Game/Game.cpp
This commit is contained in:
Tleety
2016-02-11 14:43:30 +01:00
106 changed files with 4052 additions and 940 deletions
+66 -33
View File
@@ -16,13 +16,17 @@
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/PlayerHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/LifetimeSystem.h"
#include "../Engine/Core/UniformScaleSystem.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");
@@ -81,6 +85,18 @@ Game::Game(int argc, char* argv[])
// Create the sound manager
m_SoundManager = new SoundManager(m_World, m_EventBroker);
// Initialize network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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");
}
}
// Create Octrees
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
@@ -88,20 +104,21 @@ Game::Game(int argc, char* argv[])
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
++updateOrderLevel;
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
@@ -111,9 +128,9 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
@@ -124,12 +141,6 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
//boost::thread workerThread(&Game::networkFunction, this);
networkFunction();
}
m_LastTime = glfwGetTime();
}
@@ -140,6 +151,12 @@ Game::~Game()
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_SoundManager;
if (m_NetworkClient != nullptr) {
delete m_NetworkClient;
}
if (m_NetworkServer != nullptr) {
delete m_NetworkServer;
}
delete m_World;
delete m_FrameStack;
delete m_InputProxy;
@@ -170,40 +187,56 @@ void Game::Tick()
m_SoundManager->Update(dt);
// Update network
if (m_IsClientOrServer) {
m_ClientOrServer->Update();
m_EventBroker->Process<MultiplayerSnapshotFilter>();
if (m_NetworkClient != nullptr) {
m_NetworkClient->Update();
}
if (m_NetworkServer != nullptr) {
m_NetworkServer->Update();
}
//m_SoundManager->Update(dt);
// Iterate through systems and update world!
m_EventBroker->Process<SystemPipeline>();
m_SystemPipeline->Update(dt);
debugTick(dt);
m_Renderer->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
m_RenderFrame->Clear();
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();
}
void Game::debugTick(double dt)
int Game::parseArgs(int argc, char* argv[])
{
m_EventBroker->Process<Game>();
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);
}
// HACK: Right now, client and server are mutually exclusive
m_IsClient = true;
if (m_IsServer) {
m_IsClient = false;
}
return 0;
}
void Game::networkFunction()
{
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
if (!isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Client(m_Config);
}
if (isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Server();
}
m_ClientOrServer->Start(m_World, m_EventBroker);
}