Fixed client movement.
This commit is contained in:
+219
-193
@@ -5,8 +5,8 @@ using namespace boost::asio::ip;
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Client::Client() : m_Socket(m_IOService)
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{
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// Set up network stream
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
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// Set up network stream
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
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}
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Client::~Client()
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@@ -19,22 +19,22 @@ void Client::Start(World* world, EventBroker* eventBroker)
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{
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m_WasStarted = true;
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m_EventBroker = eventBroker;
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m_World = world;
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// Subscribe to events
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m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1));
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m_World = world;
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// Subscribe to events
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m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EKeyDown);
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m_EKeyUp = decltype(m_EKeyUp)(std::bind(&Client::OnKeyUp, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EKeyUp);
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std::cout << "Please enter you name: ";
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std::cin >> m_PlayerName;
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while (m_PlayerName.size() > 7) {
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std::cout << "Please enter you name(No longer than 7 characters): ";
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std::cin >> m_PlayerName;
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}
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m_Socket.connect(m_ReceiverEndpoint);
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std::cout << "I am client. BIP BOP\n";
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m_EKeyUp = decltype(m_EKeyUp)(std::bind(&Client::OnKeyUp, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EKeyUp);
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std::cout << "Please enter you name: ";
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std::cin >> m_PlayerName;
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while (m_PlayerName.size() > 7) {
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std::cout << "Please enter you name(No longer than 7 characters): ";
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std::cin >> m_PlayerName;
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}
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m_Socket.connect(m_ReceiverEndpoint);
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std::cout << "I am client. BIP BOP\n";
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ReadFromServer();
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}
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@@ -50,193 +50,205 @@ void Client::Close()
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void Client::ReadFromServer()
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{
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int bytesRead = -1;
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char readBuf[1024] = { 0 };
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int bytesRead = -1;
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char readBuf[1024] = { 0 };
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int snapshotInterval = 33;
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std::clock_t previousSnapshotMessage = std::clock();
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int snapshotInterval = 33;
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std::clock_t previousSnapshotMessage = std::clock();
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while (m_ThreadIsRunning) {
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if (m_Socket.available()) {
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bytesRead = Receive(readBuf, INPUTSIZE);
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ParseMessageType(readBuf, bytesRead);
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}
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std::clock_t currentTime = std::clock();
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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SendToServer();
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previousSnapshotMessage = currentTime;
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}
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}
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while (m_ThreadIsRunning) {
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if (m_Socket.available()) {
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bytesRead = Receive(readBuf, INPUTSIZE);
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ParseMessageType(readBuf, bytesRead);
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}
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std::clock_t currentTime = std::clock();
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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SendSnapshotToServer();
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previousSnapshotMessage = currentTime;
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}
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}
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}
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void Client::SendToServer()
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void Client::SendSnapshotToServer()
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{
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if (m_NextSnapshot.inputForward != "") {
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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int len = CreateMessage(MessageType::Event, m_NextSnapshot.inputForward, dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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// Reset previouse key state in snapshot.
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m_NextSnapshot.InputRight = "";
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m_NextSnapshot.InputRight = "";
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// See if any movement keys are down
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// We dont care if it's overwritten by later
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// if statement. Watcha gonna do, right!
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if (m_IsWASDKeyDown.W) {
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m_NextSnapshot.InputRight = "+Forward";
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}
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if (m_IsWASDKeyDown.A) {
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m_NextSnapshot.InputRight = "-Right";
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}
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if (m_IsWASDKeyDown.S) {
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m_NextSnapshot.InputRight = "-Forward";
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}
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if (m_IsWASDKeyDown.D) {
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m_NextSnapshot.InputRight = "+Right";
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}
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if (m_NextSnapshot.InputForward != "") {
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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int len = CreateMessage(MessageType::Event, m_NextSnapshot.InputForward, dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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delete[] dataPackage;
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}
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if (m_NextSnapshot.inputRight != "") {
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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int len = CreateMessage(MessageType::Event, m_NextSnapshot.inputRight, dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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if (m_NextSnapshot.InputRight != "") {
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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int len = CreateMessage(MessageType::Event, m_NextSnapshot.InputRight, dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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delete[] dataPackage;
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}
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}
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}
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void Client::ParseMessageType(char* data, size_t length)
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{
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int messageType = -1;
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memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server
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MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from
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int messageType = -1;
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memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server
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MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from
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switch (static_cast<MessageType>(messageType)) {
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case MessageType::Connect:
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ParseConnect(data, length);
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break;
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case MessageType::ClientPing:
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ParsePing();
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break;
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case MessageType::ServerPing:
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ParseServerPing();
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break;
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case MessageType::Message:
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break;
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case MessageType::Snapshot:
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ParseSnapshot(data, length);
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break;
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case MessageType::Disconnect:
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break;
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case MessageType::Event:
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ParseEventMessage(data, length);
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break;
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default:
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break;
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}
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switch (static_cast<MessageType>(messageType)) {
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case MessageType::Connect:
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ParseConnect(data, length);
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break;
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case MessageType::ClientPing:
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ParsePing();
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break;
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case MessageType::ServerPing:
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ParseServerPing();
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break;
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case MessageType::Message:
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break;
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case MessageType::Snapshot:
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ParseSnapshot(data, length);
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break;
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case MessageType::Disconnect:
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break;
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case MessageType::Event:
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ParseEventMessage(data, length);
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break;
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default:
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break;
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}
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}
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void Client::ParseConnect(char* data, size_t len)
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{
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memcpy(&m_PlayerID, data, sizeof(int));
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std::cout << "I am player: " << m_PlayerID << std::endl;
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memcpy(&m_PlayerID, data, sizeof(int));
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std::cout << "I am player: " << m_PlayerID << std::endl;
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}
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void Client::ParsePing()
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{
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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std::cout << "response time with ctime(ms): " << m_DurationOfPingTime << std::endl;
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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std::cout << "response time with ctime(ms): " << m_DurationOfPingTime << std::endl;
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}
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void Client::ParseServerPing()
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{
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char* testMessage = new char[128];
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int testOffset = CreateMessage(MessageType::ServerPing, "Ping recieved", testMessage);
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char* testMessage = new char[128];
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int testOffset = CreateMessage(MessageType::ServerPing, "Ping recieved", testMessage);
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//std::cout << "Parsing ping." << std::endl;
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//std::cout << "Parsing ping." << std::endl;
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m_Socket.send_to(boost::asio::buffer(
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m_Socket.send_to(boost::asio::buffer(
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testMessage,
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testOffset),
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m_ReceiverEndpoint, 0);
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testOffset),
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m_ReceiverEndpoint, 0);
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delete[] testMessage;
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}
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void Client::ParseEventMessage(char* data, size_t length)
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{
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int Id = -1;
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std::string command = std::string(data);
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if (command.find("+Player") != std::string::npos) {
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MoveMessageHead(data, length, command.size() + 1);
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memcpy(&Id, data, sizeof(int));
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MoveMessageHead(data, length, sizeof(int));
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// Sett Player name
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m_PlayerDefinitions[Id].Name = command.erase(0, 7);
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}
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else {
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std::cout << "Event message: " << std::string(data) << std::endl;
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}
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int Id = -1;
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std::string command = std::string(data);
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if (command.find("+Player") != std::string::npos) {
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MoveMessageHead(data, length, command.size() + 1);
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memcpy(&Id, data, sizeof(int));
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MoveMessageHead(data, length, sizeof(int));
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// Sett Player name
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m_PlayerDefinitions[Id].Name = command.erase(0, 7);
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} else {
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std::cout << "Event message: " << std::string(data) << std::endl;
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}
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MoveMessageHead(data, length, std::string(data).size() + 1);
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MoveMessageHead(data, length, std::string(data).size() + 1);
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}
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void Client::ParseSnapshot(char* data, size_t length)
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{
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std::string tempName;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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// We're checking for empty name for now. This might not be the best way,
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// but it is to avoid sending redundant data.
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std::string tempName;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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// We're checking for empty name for now. This might not be the best way,
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// but it is to avoid sending redundant data.
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// Read position data
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glm::vec3 playerPos;
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memcpy(&playerPos.x, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&playerPos.y, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&playerPos.z, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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tempName = std::string(data);
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// +1 for null terminator
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MoveMessageHead(data, length, tempName.size() + 1);
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// Apply the position data read to the player entity
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// New player connected on the server side
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if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
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CreateNewPlayer(i);
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}
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else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
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// Someone disconnected
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// TODO: Insert code here
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}
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else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
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// Not a connected player
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break;
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}
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m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
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m_PlayerDefinitions[i].Name = tempName;
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}
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// Read position data
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glm::vec3 playerPos;
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memcpy(&playerPos.x, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&playerPos.y, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&playerPos.z, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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tempName = std::string(data);
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// +1 for null terminator
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MoveMessageHead(data, length, tempName.size() + 1);
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// Apply the position data read to the player entity
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// New player connected on the server side
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if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
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CreateNewPlayer(i);
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} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
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// Someone disconnected
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// TODO: Insert code here
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} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
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// Not a connected player
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break;
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}
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m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
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m_PlayerDefinitions[i].Name = tempName;
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}
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}
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int Client::Receive(char* data, size_t length)
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{
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boost::system::error_code error;
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try {
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int bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, length),
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m_ReceiverEndpoint,
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0);
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return bytesReceived;
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} catch (const std::exception& err) {
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// To not spam "socket closed messages"
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//if (std::string(err.what()).find("forcefully closed") != std::string::npos) {
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std::cout << "Read from client crashed: " << err.what();
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//}
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}
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return 0;
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int bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, length),
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m_ReceiverEndpoint,
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0, error);
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std::cout << "ReadFromServer crashed: " << error.message();
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return bytesReceived;
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}
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int Client::CreateMessage(MessageType type, std::string message, char* data)
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{
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int lengthOfMessage = 0;
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int messageType = static_cast<int>(type);
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lengthOfMessage = message.size();
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int lengthOfMessage = 0;
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int messageType = static_cast<int>(type);
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lengthOfMessage = message.size();
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int offset = 0;
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// Message type
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memcpy(data + offset, &messageType, sizeof(int));
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offset += sizeof(int);
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// Message, add one extra byte for null terminator
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memcpy(data + offset, message.data(), (lengthOfMessage + 1) * sizeof(char));
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offset += (lengthOfMessage + 1) * sizeof(char);
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int offset = 0;
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// Message type
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memcpy(data + offset, &messageType, sizeof(int));
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offset += sizeof(int);
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// Message, add one extra byte for null terminator
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memcpy(data + offset, message.data(), (lengthOfMessage + 1) * sizeof(char));
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offset += (lengthOfMessage + 1) * sizeof(char);
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return offset;
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return offset;
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}
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void Client::Connect()
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@@ -263,7 +275,7 @@ void Client::Disconnect()
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}
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void Client::Ping()
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{
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{
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char* dataPackage = new char[INPUTSIZE];
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if (GetAsyncKeyState('P')) { // Maybe use previous key here
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int length = CreateMessage(MessageType::ClientPing, "Ping", dataPackage);
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@@ -279,57 +291,71 @@ void Client::Ping()
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void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
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{
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data += stepSize;
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length -= stepSize;
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data += stepSize;
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length -= stepSize;
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}
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bool Client::OnKeyDown(const Events::KeyDown& event)
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{
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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if (event.KeyCode == GLFW_KEY_W) {
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m_NextSnapshot.inputForward = "+Forward";
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}
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if (event.KeyCode == GLFW_KEY_A) {
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m_NextSnapshot.inputRight = "-Right";
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}
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if (event.KeyCode == GLFW_KEY_S) {
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m_NextSnapshot.inputForward = "-Forward";
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}
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if (event.KeyCode == GLFW_KEY_D) {
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m_NextSnapshot.inputRight = "+Right";
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}
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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if (event.KeyCode == GLFW_KEY_W) {
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m_IsWASDKeyDown.W = true;
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//m_NextSnapshot.inputForward = "+Forward";
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}
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if (event.KeyCode == GLFW_KEY_A) {
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m_IsWASDKeyDown.A = true;
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//m_NextSnapshot.inputRight = "-Right";
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}
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if (event.KeyCode == GLFW_KEY_S) {
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m_IsWASDKeyDown.S = true;
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//m_NextSnapshot.inputForward = "-Forward";
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}
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if (event.KeyCode == GLFW_KEY_D) {
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m_IsWASDKeyDown.D = true;
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//m_NextSnapshot.inputRight = "+Right";
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}
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if (event.KeyCode == GLFW_KEY_V) {
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Disconnect();
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}
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if (event.KeyCode == GLFW_KEY_C) {
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Connect();
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}
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if (event.KeyCode == GLFW_KEY_V) {
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Disconnect();
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}
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if (event.KeyCode == GLFW_KEY_C) {
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Connect();
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}
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if (event.KeyCode == GLFW_KEY_P) {
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Ping();
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}
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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return true;
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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return true;
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}
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||||
|
||||
bool Client::OnKeyUp(const Events::KeyUp & e)
|
||||
{
|
||||
if (e.KeyCode == GLFW_KEY_W || e.KeyCode == GLFW_KEY_S) {
|
||||
m_NextSnapshot.inputForward = "";
|
||||
return true;
|
||||
}
|
||||
if (e.KeyCode == GLFW_KEY_A || e.KeyCode == GLFW_KEY_D) {
|
||||
m_NextSnapshot.inputRight = "";
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
if (e.KeyCode == GLFW_KEY_W) {
|
||||
m_IsWASDKeyDown.W = false;
|
||||
//m_NextSnapshot.inputForward = "";
|
||||
return true;
|
||||
}
|
||||
if (e.KeyCode == GLFW_KEY_A){
|
||||
m_IsWASDKeyDown.A = false;
|
||||
return true;
|
||||
}
|
||||
if (e.KeyCode == GLFW_KEY_S){
|
||||
m_IsWASDKeyDown.S = false;
|
||||
return true;
|
||||
}
|
||||
if (e.KeyCode == GLFW_KEY_D) {
|
||||
m_IsWASDKeyDown.D = false;
|
||||
//m_NextSnapshot.inputRight = "";
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Client::CreateNewPlayer(int i)
|
||||
{
|
||||
m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
|
||||
ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
|
||||
ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
|
||||
model["Resource"] = "Models/Core/UnitSphere.obj";
|
||||
m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
|
||||
ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
|
||||
ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
|
||||
model["Resource"] = "Models/Core/UnitSphere.obj";
|
||||
}
|
||||
Reference in New Issue
Block a user