Commit Graph

86 Commits

Author SHA1 Message Date
William Moberg ac20e41a5d Fixed merge conflicts. Scoreboard updates team when a team is picked. Fixed some code standard violations and misspellings. 2016-03-13 14:23:56 +01:00
Jocke b7d88808e2 Redid timers. 2016-03-12 21:38:46 +01:00
Jocke f8f536802f Time for ending the game is now in CapturePointGameMode component. The timer i counted down to 0 and then the map is "Reset". 2016-03-12 20:28:48 +01:00
Jocke 60df30fa59 Scoreboard is now works. 2016-03-12 19:36:12 +01:00
Jocke c544f349fd The logic for removing the world is working but when we send the map again the clients memory usage goes crazy. 2016-03-12 17:49:50 +01:00
Jocke 0c1a2d3160 WIP 2016-03-12 14:31:15 +01:00
Jocke 5f959ded89 Did changes upon pull request's request. 2016-03-11 12:54:59 +01:00
Jocke 9721cb6a7d Merge remote-tracking branch 'origin/master' into SplitSnapshots
# Conflicts:
#	include/Engine/Network/Client.h
#	src/Engine/Network/Client.cpp
2016-03-09 19:14:10 +01:00
stiffly d7c30450dc Should now read servername from config. 2016-03-09 10:08:23 +01:00
Jocke 3828616b60 Made it easier to maintain changes in packet header, prepared for reliable UDP packets. 2016-03-08 14:44:35 +01:00
Jocke 68a88ed756 We are now using udp again 2016-03-07 16:07:54 +01:00
Jace b7a7f7fd5e ???? 2016-03-04 15:02:01 +01:00
Tleety fe7c1dd808 Merge remote-tracking branch 'origin/DeathEventUsesPlayerID' into ScoreBoard
# Conflicts:
#	include/Engine/Network/Server.h
2016-03-03 23:56:57 +01:00
stiffly 2167b6f7b1 Fix for previous commit.. 2016-03-03 23:43:50 +01:00
stiffly 8466a282b7 The server will now parse a death event and pass it forward with a KillDeath event to the score system. 2016-03-03 22:48:42 +01:00
Tleety ff6e2167d4 Some new events and changes to ScoreSystem 2016-03-03 11:25:06 +01:00
stiffly a5c086e389 Dash effect now working over network, by sending events. Similar to jump effect. 2016-03-02 16:48:38 +01:00
Jocke aadfdfdd90 AmmoPickups and HealthPickups will only spawn on the server. When a ammo pickup is taken the Server will send an Event to that
Client and it will update its ammo.
2016-03-01 17:55:00 +01:00
Jocke f66fa7a183 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
2016-02-25 15:13:11 +01:00
Jocke fa13c1d065 Double jump is now working. 2016-02-23 18:24:46 +01:00
stiffly 845a30ed0f Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
# Conflicts:
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
Jocke b2d8cddfb7 WE now send the map on connect after that only player information. 2016-02-22 16:46:31 +01:00
stiffly 993d804cef Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
stiffly fdc8f753cb Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected. 2016-02-17 15:51:26 +01:00
Jace bb66f95d43 Enabled server broadcasting PlayerDamage events to other players to make damage indicators work 2016-02-12 07:03:14 +01:00
Tleety d357e365cb Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
# Conflicts:
#	include/Engine/Network/Server.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
2016-02-12 05:21:00 +01:00
Jace 787eecce26 WIP 2016-02-12 04:03:22 +01:00
Jocke e0c3a32e66 Merge branch 'master' into TCPConnections
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/Server.h
#	include/Game/Game.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Game/Game.cpp
2016-02-11 16:26:42 +01:00
Jocke eb244f87c4 Added disconnect functionality and removed some warnings. 2016-02-10 23:27:46 +01:00
Jocke 9645169797 Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/Network.h
#	include/Engine/Network/Packet.h
#	include/Engine/Network/Server.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Packet.cpp
#	src/Engine/Network/Server.cpp
#	src/Tests/HealthSystemTest.cpp
2016-02-10 17:05:07 +01:00
Jocke 4f2ad3ad00 Reliable message should now be working, further testing is to be done. 2016-02-10 16:16:56 +01:00
Jocke 2ec30fd2b2 Cleaned up code and fixed crash when closing client before server when using udp. 2016-02-10 11:28:03 +01:00
Jace d83190290f Server now broadcasts certain input commands to all other clients (for stuff like shooting) 2016-02-09 19:37:42 +01:00
Jocke d2ed293183 Network is now working as udp or tcp. Next step is making the hybrid. 2016-02-09 19:14:56 +01:00
Jace d3bc48f5f7 Major networking refactoring to allow for snapshot filtering outside of netcode 2016-02-09 13:22:21 +01:00
Jocke 88d7b79cd3 TCP and UDP Client are working for 1 connected player, more players are not tested yet 2016-02-05 18:30:31 +01:00
Jocke 9232b24a7b WIP Reliable message 2016-02-04 15:49:04 +01:00
Jocke 6a3f585fb9 Fixed warnings associated with Network.cpp, Client.cpp, Server.cpp and Packet.cpp.
BOOST_ASIO_ERROR_CATEGORY_NOEXCEPT': macro redefinition was fixed by https://svn.boost.org/trac/boost/ticket/11539
2016-02-02 13:26:15 +01:00
Jace b6ba8a5bd7 Network snapshot buffer size increased, needs to be looked over later 2016-01-24 23:05:26 +01:00
Jace 382eff169f Server refactoring to remove player dependency and lots of fixes. 2016-01-24 21:20:43 +01:00
Jace 0fb1dbcae1 Client now has authority over its own absolute position and orientation until we have reliable input messaging 2016-01-24 19:00:50 +01:00
stiffly 2eaad2aa00 Client now responds to deleted entity and component in server 2016-01-24 17:16:26 +01:00
Jocke 6d2c656a04 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-23 16:41:42 +01:00
Jocke 2bf0434bcb Remade Snapshot logic from component based to entity based. 2016-01-23 16:40:38 +01:00
Jace 4d5cbb6057 fixup! Added EntityWrapper::IsChildOf and made snapshot interpolation and rendering exceptions for player less hacky 2016-01-23 12:14:29 +01:00
stiffly b37b20b7d8 Didn't bulid lol. Fixed. 2016-01-22 17:57:31 +01:00
stiffly 389e057611 EPlayerSpawned special logic added to server and client. 2016-01-22 17:49:21 +01:00
stiffly 08c476e9e3 Added kick logic to the server. Also typedefed. 2016-01-22 15:42:36 +01:00
stiffly 08fcdb382b Used config for a lot of things 2016-01-22 13:18:53 +01:00
stiffly fcc9d64e7a Now publishes an EPlayerDisconnected event 2016-01-22 10:58:10 +01:00