Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts: # include/Engine/Network/Client.h # include/Engine/Network/MessageType.h # include/Engine/Network/Server.h # include/Engine/Network/TCPServer.h # src/Engine/Network/Client.cpp # src/Engine/Network/TCPServer.cpp
This commit is contained in:
@@ -25,6 +25,19 @@
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/ESearchForServers.h"
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struct ServerInfo
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{
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ServerInfo(std::string a, int b, std::string c, int d)
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{
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Address = a; Port = b; Name = c; PlayersConnected = d;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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class Client : public Network
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{
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@@ -85,19 +98,23 @@ private:
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void parseTCPConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parseServerlist(Packet& packet);
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void parseKick();
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void parsePlayersSpawned(Packet& packet);
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void parseEntityDeletion(Packet& packet);
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void parsePlayerDamage(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void parseDoubleJump(Packet& packet);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void UpdateLocalCapturePointHUD(EntityWrapper capturePointHUD);
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void identifyPacketLoss();
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void hasServerTimedOut();
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EntityID createPlayer();
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void sendInputCommands();
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void sendLocalPlayerTransform();
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void becomePlayer();
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void displayServerlist();
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// Mapping Logic
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// Returns if local EntityID exist in map
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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@@ -113,9 +130,15 @@ private:
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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void parsePlayerDamage(Packet& packet);
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EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
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EventRelay<Client, Events::DoubleJump> m_EPDoubleJump;
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bool OnDoubleJump(Events::DoubleJump & e);
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bool OnSearchForServers(const Events::SearchForServers& e);
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UDPClient m_ServerlistRequest;
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std::vector<ServerInfo> m_Serverlist;
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bool m_SearchingForServers = false;
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std::clock_t m_StartSearchTime;
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double m_SearchingTime = 2000; // Config I guess
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};
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#endif
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@@ -0,0 +1,12 @@
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#ifndef Events_SearchForServers_h__
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#define Events_SearchForServers_h__
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#include "Core/Event.h"
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namespace Events
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{
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struct SearchForServers : public Event { };
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}
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#endif
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@@ -1,13 +0,0 @@
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#ifndef HybridClient_h__
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#define HybridClient_h__
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class HybridClient
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{
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public:
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HybridClient();
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~HybridClient();
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private:
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};
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#endif
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@@ -1,12 +0,0 @@
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#ifndef HybridServer_h__
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#define HybridServer_h__
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class HybridServer
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{
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public:
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HybridServer();
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~HybridServer();
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private:
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};
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#endif
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@@ -20,6 +20,7 @@ enum class MessageType
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ComponentDeleted,
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PlayerTransform,
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OnDoubleJump,
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ServerlistRequest,
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Invalid
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};
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@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
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class NetworkClient
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{
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public:
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NetworkClient();
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virtual ~NetworkClient();
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virtual void Connect(std::string playerName, std::string address, int port) = 0;
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virtual void Disconnect() = 0;
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virtual void Receive(Packet& packet) = 0;
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virtual void Send(Packet & packet) = 0;
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virtual bool IsSocketAvailable() = 0;
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protected:
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char m_ReadBuffer[BUFFERSIZE] = { 0 };
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char* m_ReadBuffer;
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unsigned int m_BufferSize = BUFFERSIZE;
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};
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#endif
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@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
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class NetworkServer
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{
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public:
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NetworkServer();
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virtual ~NetworkServer();
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virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
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virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet) = 0;
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protected:
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char m_ReadBuffer[BUFFERSIZE] = { 0 };
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char* m_ReadBuffer;
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unsigned int m_BufferSize = BUFFERSIZE;
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};
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#endif
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@@ -33,6 +33,7 @@ private:
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// Network channels
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TCPServer m_Reliable;
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UDPServer m_Unreliable;
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UDPServer m_ServerlistRequest;
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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int m_Port = 27666;
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@@ -65,6 +66,7 @@ private:
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void reliableBroadcast(Packet& packet);
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void unreliableBroadcast(Packet& packet);
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void sendSnapshot();
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void addPlayersToPacket(Packet& packet, EntityID entityID);
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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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@@ -83,6 +85,7 @@ private:
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void parseUDPConnect(Packet& packet);
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void parseTCPConnect(Packet& packet);
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void parseDisconnect();
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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@@ -20,7 +20,7 @@ private:
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boost::asio::ip::tcp::endpoint m_Endpoint;
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boost::asio::io_service m_IOService;
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std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
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size_t readBuffer(char* data);
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size_t readBuffer();
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PacketID m_SendPacketID = 0;
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bool m_IsConnected = false;
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};
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@@ -16,15 +16,22 @@ public:
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void Send(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet);
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void Disconnect();
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int Port() { return m_Port; }
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std::string Address() { return m_Address; }
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private:
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// TCP logic
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boost::asio::io_service m_IOService;
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std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
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boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
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int readBuffer(char* data, PlayerDefinition& playerDefinition);
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int readBuffer(PlayerDefinition& playerDefinition);
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PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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boost::asio::ip::address address, unsigned short port);
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int GetPort();
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std::string GetAddress();
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int m_Port = 0;
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std::string m_Address = "";
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};
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#endif
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@@ -14,13 +14,14 @@ public:
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void Disconnect();
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void Receive(Packet& packet);
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void Send(Packet & packet);
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void Broadcast(Packet& packet, int port);
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bool IsSocketAvailable();
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private:
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// Assio UDP logic
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
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int readBuffer(char* data);
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int readBuffer();
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PacketID m_SendPacketID = 0;
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};
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@@ -8,18 +8,21 @@ class UDPServer : public NetworkServer
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{
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public:
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UDPServer();
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UDPServer(int port);
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~UDPServer();
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void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
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void Receive(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet);
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void Send(Packet & packet);
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void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
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void Broadcast(Packet & packet, int port);
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bool IsSocketAvailable();
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private:
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// UDP logic
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
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int readBuffer(char* data);
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int readBuffer();
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};
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#endif
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@@ -0,0 +1,27 @@
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#ifndef CubeMapPass_h__
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#define CubeMapPass_h__
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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class CubeMapPass
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{
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public:
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CubeMapPass(IRenderer* renderer);
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~CubeMapPass() { }
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void LoadTextures(std::string input);
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void FillCubeMap(glm::vec3 originPosition);
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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private:
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IRenderer* m_Renderer;
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std::string m_PreviusCubeMapTexture;
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std::vector<Texture*> m_CubeMapTextures;
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};
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#endif
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@@ -4,6 +4,7 @@
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -13,7 +14,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -62,12 +63,14 @@ private:
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -184,7 +184,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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}
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};
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@@ -17,6 +17,7 @@
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "CubeMapPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -58,6 +59,7 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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@@ -74,6 +76,7 @@ private:
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -14,11 +14,14 @@ class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() { };
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~SSAOPass() {
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delete m_DrawBloomPass;
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};
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void ClearBuffer();
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void OnWindowResize();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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@@ -31,7 +34,6 @@ private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void ComputeAO(GLuint depthBuffer, Camera* camera);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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@@ -41,7 +41,8 @@ struct SpriteJob : RenderJob
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}
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World = world;
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Pickable = world->HasComponent(cSprite.EntityID, "Button");
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IsIndicator = isIndicator;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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};
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@@ -61,7 +62,9 @@ struct SpriteJob : RenderJob
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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bool Pickable;
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bool IsIndicator = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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@@ -18,6 +18,7 @@ public:
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void Bind(GLenum textureUnit = GL_TEXTURE0);
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GLuint m_Texture = 0;
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unsigned char* Data = nullptr;
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};
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Reference in New Issue
Block a user