stiffly
2167b6f7b1
Fix for previous commit..
2016-03-03 23:43:50 +01:00
stiffly
714665f0a3
Updated the PlayerID getter in Server.cpp.
2016-03-03 22:55:12 +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
stiffly
267c007291
Removed unnecessary comments, variables and functions.
2016-03-02 17:39:27 +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
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Client and it will update its ammo.
2016-03-01 17:55:00 +01:00
Jace
0c60b637c3
Who's merging without compiling?
2016-02-26 12:52:10 +01:00
William Moberg
22b473a0b6
Merge pull request #139 from teamfisk/EditorCopyPaste
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Editor copy paste
2016-02-26 11:01:18 +01:00
Jace
9e6c67596d
Basic editor copy and paste. Doesn't actually copy the entity until you paste it.
2016-02-25 17:51:28 +01:00
Jocke
eac9a9daf6
Pull request #136 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
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# Conflicts:
# src/Engine/Network/Client.cpp
2016-02-25 16:07:06 +01:00
Jocke
f66fa7a183
Merge remote-tracking branch 'origin/master' into FixNetworkBugs
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# 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
508d8a6f00
Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
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Fixed some formating and comments.
2016-02-25 14:24:38 +01:00
stiffly
8ce6308649
In snapshot: now sends player information and also CP information. Now it is no longer true that they will arrive in pre order. Appropriate actions were therefor implemented.
2016-02-25 11:56:40 +01:00
Jocke
fa13c1d065
Double jump is now working.
2016-02-23 18:24:46 +01:00
stiffly
fc7d62a5ad
Various clean ups.
2016-02-23 11:07:56 +01:00
stiffly
fe9dbf0b0f
Serverlist fix.
2016-02-23 10:33:20 +01:00
stiffly
845a30ed0f
Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
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# Conflicts:
# include/Engine/Network/TCPServer.h
# src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
stiffly
833006744a
WIP
2016-02-22 17:00:25 +01:00
Jocke
b2d8cddfb7
WE now send the map on connect after that only player information.
2016-02-22 16:46:31 +01:00
Jocke
ed9149fe63
Network buffer should now dynamically increase when needed.
2016-02-22 16:04:27 +01:00
stiffly
4c1a284636
Server now does Capture point logic too.
2016-02-22 11:30:31 +01:00
stiffly
23dc8e07b2
Will this do the trick? Now tells the server to send HUD entities too.
2016-02-22 10:41:37 +01:00
stiffly
993d804cef
Added an event to search for servers.
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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
Jocke
2263fd2ad6
Fixed crash in Client::parsePlayerDamage.
2016-02-19 16:18:16 +01:00
stiffly
46987beefb
Updated the serverlist, now prints adress and port of the server.
2016-02-17 17:05:10 +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
Jocke
4432891437
Fixed crash in Client::parsePlayerDamage.
2016-02-17 10:21:50 +01:00
Jocke
a006db9e63
WIP Fix dsync
2016-02-16 16:06:17 +01:00
Jocke
ba69c79821
Fixed bug in Server.
2016-02-12 09:13:43 +01:00
Jocke
7d732c75ca
Server now removes players that have disconnected.
2016-02-12 07:42:01 +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
1e04244590
Fixed network bug sorta
2016-02-12 06:00:42 +01:00
Tleety
d357e365cb
Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
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# Conflicts:
# include/Engine/Network/Server.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
2016-02-12 05:21:00 +01:00
Tleety
a8a3366e8a
Hopeless attempts to fix network bugs
2016-02-12 05:17:09 +01:00
Jocke
7de76376cf
Merge remote-tracking branch 'origin/master' into TCPConnections
...
# Conflicts:
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 05:16:30 +01:00
Jace
787eecce26
WIP
2016-02-12 04:03:22 +01:00
Jace
5295133311
Hack to sync ammo over network until we have input replaying + Reload effect from all views
2016-02-12 01:45:54 +01:00
Jace
d1213f9f59
Working damage dealing, a super cool reload effect and hit markers!
2016-02-11 22:50:44 +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
fa2e556ab2
fixed some error handling in TCPClient.
2016-02-11 14:07:51 +01:00
Jocke
eb244f87c4
Added disconnect functionality and removed some warnings.
2016-02-10 23:27:46 +01:00
Jocke
ec54b1298d
Reconnect is now possible.
2016-02-10 21:02:46 +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
Jace
d5647ce89c
Working 1-snapshot interpolation
2016-02-09 19:36:22 +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
fccd8c64e7
WIP Clients are working properly, servers are not.
2016-02-09 11:43:16 +01:00