Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts: # include/Engine/Core/EPlayerHealthPickup.h
This commit is contained in:
@@ -258,11 +258,11 @@ void Client::parseSnapshot(Packet& packet)
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}
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}
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int Client::receive(char* data)
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size_t Client::receive(char* data)
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{
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boost::system::error_code error;
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int bytesReceived = m_Socket.receive_from(boost
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size_t bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, INPUTSIZE),
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m_ReceiverEndpoint,
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0, error);
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@@ -390,7 +390,7 @@ void Client::identifyPacketLoss()
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bool Client::hasServerTimedOut()
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{
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// Time in ms
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float timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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double timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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if (timeSincePing > m_TimeoutMs) {
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// Clear everything and go to menu.
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LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
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@@ -26,10 +26,10 @@ void Network::saveToFile()
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outfile << "Total messages received," + std::to_string(m_NetworkData.AmountOfMessagesReceived) + "\n";
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outfile << "Total messages sent," + std::to_string(m_NetworkData.AmountOfMessagesSent) + "\n";
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float messagesReceivedPerSec = (float)m_NetworkData.AmountOfMessagesReceived / (m_NetworkData.TotalTime / 1000);
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float messagesSentPerSec = (float)m_NetworkData.AmountOfMessagesSent / (m_NetworkData.TotalTime / 1000);
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float dataReceivedPerSec = (float)m_NetworkData.TotalDataReceived / (m_NetworkData.TotalTime / 1000);
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float dataSentPerSec = (float)m_NetworkData.TotalDataSent / (m_NetworkData.TotalTime / 1000);
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double messagesReceivedPerSec = m_NetworkData.AmountOfMessagesReceived / (m_NetworkData.TotalTime / 1000);
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double messagesSentPerSec = m_NetworkData.AmountOfMessagesSent / (m_NetworkData.TotalTime / 1000);
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double dataReceivedPerSec = m_NetworkData.TotalDataReceived / (m_NetworkData.TotalTime / 1000);
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double dataSentPerSec = m_NetworkData.TotalDataSent / (m_NetworkData.TotalTime / 1000);
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outfile << "Avarage messages received / s: " + std::to_string(messagesReceivedPerSec) + "\n";
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outfile << "Avarage messages sents / s: " + std::to_string(messagesSentPerSec) + "\n";
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outfile << "Avarage data received B/s: " + std::to_string(dataReceivedPerSec) + "\n";
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@@ -52,7 +52,7 @@ void Network::updateNetworkData()
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if (m_SaveDataIntervalMs < (1000 * (currentTime - m_SaveDataTimer) / (double)CLOCKS_PER_SEC)) {
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// Set values
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m_NetworkData.TotalTime += (1000 * (currentTime - m_SaveDataTimer) / (double)CLOCKS_PER_SEC);
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m_NetworkData.BandwidthBytes.push_back(std::pair<unsigned int, unsigned int>(m_NetworkData.DataReceivedThisInterval, m_NetworkData.DataSentThisInterval));
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m_NetworkData.BandwidthBytes.push_back(std::pair<size_t, size_t>(m_NetworkData.DataReceivedThisInterval, m_NetworkData.DataSentThisInterval));
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// Reset interval stuff
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m_SaveDataTimer = std::clock();
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m_NetworkData.DataSentThisInterval = 0;
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@@ -7,7 +7,7 @@ Packet::Packet(MessageType type, unsigned int& packetID)
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}
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// Create message
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Packet::Packet(char* data, const int sizeOfPacket)
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Packet::Packet(char* data, const size_t sizeOfPacket)
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{
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// Resize message
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m_MaxPacketSize = sizeOfPacket;
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@@ -45,7 +45,7 @@ void Packet::Init(MessageType type, unsigned int & packetID)
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void Packet::WriteString(const std::string& str)
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{
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// Message, add one extra byte for null terminator
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int sizeOfString = str.size() + 1;
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size_t sizeOfString = str.size() + 1;
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if (m_Offset + sizeOfString > m_MaxPacketSize) {
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//LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
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resizeData();
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@@ -82,7 +82,7 @@ char * Packet::ReadData(int SizeOfData)
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//LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
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return nullptr;
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}
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unsigned int oldReturnDataOffset = m_ReturnDataOffset;
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size_t oldReturnDataOffset = m_ReturnDataOffset;
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m_ReturnDataOffset += SizeOfData;
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return (m_Data + oldReturnDataOffset);
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}
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@@ -4,7 +4,7 @@ Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::a
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{
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Network::initialize();
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05);
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snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
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pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
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}
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@@ -43,7 +43,7 @@ void Server::readFromClients()
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bytesRead = receive(readBuffer);
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Packet packet(readBuffer, bytesRead);
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parseMessageType(packet);
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} catch (const std::exception& err) {
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} catch (const std::exception&) {
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//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
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}
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}
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@@ -103,9 +103,9 @@ void Server::parseMessageType(Packet& packet)
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}
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}
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int Server::receive(char * data)
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size_t Server::receive(char * data)
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{
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unsigned int length = m_Socket.receive_from(
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size_t length = m_Socket.receive_from(
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boost::asio::buffer((void*)data
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, INPUTSIZE)
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, m_ReceiverEndpoint, 0);
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@@ -121,7 +121,7 @@ int Server::receive(char * data)
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void Server::send(PlayerID player, Packet& packet)
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{
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try {
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int bytesSent = m_Socket.send_to(
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size_t bytesSent = m_Socket.send_to(
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boost::asio::buffer(packet.Data(), packet.Size()),
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m_ConnectedPlayers[player].Endpoint,
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0);
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@@ -131,7 +131,7 @@ void Server::send(PlayerID player, Packet& packet)
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m_NetworkData.DataSentThisInterval += packet.Size();
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m_NetworkData.AmountOfMessagesSent++;
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}
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} catch (const boost::system::system_error& e) {
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} catch (const boost::system::system_error&) {
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// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
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m_ConnectedPlayers[player].Endpoint = boost::asio::ip::udp::endpoint();
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}
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@@ -231,12 +231,12 @@ void Server::sendPing()
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void Server::checkForTimeOuts()
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{
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int startPing = 1000 * m_StartPingTime
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double startPing = 1000 * m_StartPingTime
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/ static_cast<double>(CLOCKS_PER_SEC);
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for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
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if (m_ConnectedPlayers[i].Endpoint.address() != boost::asio::ip::address()) {
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int stopPing = 1000 * m_ConnectedPlayers[i].StopTime /
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double stopPing = 1000 * m_ConnectedPlayers[i].StopTime /
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static_cast<double>(CLOCKS_PER_SEC);
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if (startPing > stopPing + m_TimeoutMs) {
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LOG_INFO("User %i timed out!", i);
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@@ -27,7 +27,7 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLf
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DrawScreenQuadPassState state = DrawScreenQuadPassState();
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m_ColorCorrectionProgram->Bind();
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//glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), exposure);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Gamma"), gamma);
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@@ -5,7 +5,7 @@ InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
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, PureSystem("Transform")
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05f);
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
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}
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@@ -18,9 +18,9 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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}
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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 += dt;
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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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double time = sTransform.interpolationTime;
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float time = sTransform.interpolationTime;
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if (time > m_SnapshotInterval) {
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if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
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m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
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@@ -1,6 +1,6 @@
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#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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}
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
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wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
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}
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float wishSpeed;
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if (controller->Crouching()) {
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wishSpeed = playerCrouchSpeed;
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@@ -71,16 +78,18 @@ void PlayerMovementSystem::Update(double dt)
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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if (controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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if (velocity.y == 0.f) {
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controller->SetDoubleJumping(false);
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}
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else {
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} else {
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controller->SetDoubleJumping(true);
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}
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velocity.y += 4.f;
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@@ -101,6 +110,7 @@ void PlayerMovementSystem::Update(double dt)
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ComponentWrapper cAnimation = playerModel["Animation"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
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cAnimation["Name"] = "Crouch Walk";
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@@ -48,7 +48,7 @@ GameHealthSystemTest::GameHealthSystemTest()
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fp.MergeEntities(m_World);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker);
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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m_SystemPipeline->AddSystem<HealthSystem>(0);
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//The Test
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