Commit Graph

76 Commits

Author SHA1 Message Date
Jocke cd67253173 Added logic to go from spectator to player. 2016-01-20 17:41:16 +01:00
Jocke 00588b07c5 Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
2016-01-20 16:30:12 +01:00
stiffly 3376f4a16e Added server has timed out logic to client. (>'')> 2016-01-20 16:27:53 +01:00
Jocke 25d2aa3464 "Supporting" spectators. Using a vector for connected units as we do not interpret as players. ““”̿ ̿ ̿ ̿ ̿’̿’̵͇̿̿з=(•̪●)=ε/̵͇̿̿/̿ ̿ ̿ ̿ ̿’““ 2016-01-20 16:27:23 +01:00
stiffly 7e7ca7edcf Listening to "DisconnectFromServer" 2016-01-20 14:32:04 +01:00
stiffly e0c4394f20 Merge. Also fixed interpolation for scale and rotation.
Merge remote-tracking branch 'origin/master' into Networking

# Conflicts:
#	include/Game/Game.h
#	src/Game/CMakeLists.txt
#	src/Game/Game.cpp
2016-01-19 14:04:25 +01:00
Jocke 14b1d541dc Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:34:32 +01:00
stiffly 765509b510 Added interpolationsystem to pipeline. 2016-01-18 17:34:17 +01:00
Jocke fc305f8bf4 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:27:55 +01:00
Jocke 0c7f2c5198 WIP implemented Interpolation (server logic) 2016-01-18 17:12:42 +01:00
Jocke 6ba6deb863 Removed some debug spam. 2016-01-18 11:35:35 +01:00
Jocke d995713d3b Added input queue to Client and Input Listener debug code in server. 2016-01-18 11:06:02 +01:00
Jocke db62d767ac Fixed bug in Client::parseSnapshot(). 2016-01-15 12:06:20 +01:00
Jocke 696f44a673 Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
Added 1 map to Client and renamed m_ServerToClientMap to m_ServerIDToClientID.

// Good to know
To keep this structure please use insertIntoServerClientMaps() when adding items to them.
m_ServerIDToClientID and m_ClientIDToServerID maps between server EntityIDs and local EntityIDs.
To see if a local EntityID exist in m_ClientIDToServerID use clientServerMapsHasEntity(EntityID clientEntityID);
To see if server EntityID exist in m_ServerIDToClientID use serverClientMapsHasEntity(EntityID serverEntityID);
2016-01-14 17:11:54 +01:00
Jocke db18a45368 We are now sending EPlayerDamage events.
Client now listens to EPlayerDamage events and send them to Server.
Server publishes EPlayerDamage events received from Client.
2016-01-14 10:16:11 +01:00
Jocke a060640da3 Removed unnecessary unnecessary if in Client::OnInputCommand.
Change name from Server::parseEvent to Server::parseOnInputCommand
2016-01-13 18:00:12 +01:00
Jocke f47f913bf5 Added logic for sending input from Client to Server.
Fixed so that snapshots set their parent correctly. Will get problems if we have more components
than unsigned int max size, but that was already a problem.
Client now maps Entitys received from server with local Entitys by mapping their EntityIDs.
2016-01-13 16:09:16 +01:00
Jocke 2284399538 Removed Close method from Client, Server and Network.
Removed legacy variable m_ThreadIsRunning in Client.h and Server.h.
Removed m_EventBroker->Unsubscribe(m_EInputCommand) in Client destructor.
2016-01-12 17:47:03 +01:00
Jocke 236230d12c Packets now dynamically allocates more memory when they need it.
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
Jocke b37ffc7449 WIP Model component not working. 2016-01-11 14:58:49 +01:00
Jocke 6c13916eec Removed unnecessary code. 2016-01-11 14:58:30 +01:00
stiffly f0ad28bac4 Removed some comments. Basically did nothing 2016-01-11 14:58:15 +01:00
stiffly a0255f1b31 Now uses config file to determine if client or server should be started. 2015-12-18 13:34:21 +01:00
stiffly a858dab8b6 Network not longer threaded 2015-12-18 12:00:14 +01:00
stiffly 5c1a93021b Client now reads address and port from config file. Default address is set to local host. 2015-12-18 11:22:13 +01:00
stiffly 0b714e593f Removed WinLeakCheck. Minor variable name changes. removed IsWASDKeyDown struct 2015-12-17 17:56:15 +01:00
stiffly 076030a252 Fixes, mostly name changes 2015-12-17 17:28:43 +01:00
stiffly 0f0a1ceca7 No more fake packet loss 2015-12-17 14:22:31 +01:00
stiffly 50822d09fc Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	src/Game/Game.cpp
2015-12-17 14:10:02 +01:00
stiffly 4bb4e29515 More cleaning code 2015-12-17 13:23:15 +01:00
stiffly a6a08f48bb Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	include/Engine/Network/Client.h
#	src/Engine/Network/Client.cpp
2015-12-17 11:24:34 +01:00
stiffly ba831f8a3c WIP Cleaning 2015-12-17 10:59:55 +01:00
stiffly 4c29e071af Cleaned code 2015-12-17 10:47:08 +01:00
Jocke 2cb5441b1c Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
2015-12-17 09:47:15 +01:00
stiffly 97a0d97b0b Can now send transform components. 2015-12-16 17:56:44 +01:00
Jocke 425f3ca3dd Fixed "trying to read more than package size" warnings. 2015-12-16 16:49:18 +01:00
Jocke 6da5fd1263 Restructured code and added bool to stop client from spamming Snapshots to a server when
it wasn't connected to one.
2015-12-16 15:47:51 +01:00
Jocke 58a9d38e26 Added a class that client and server inherits from.
Class and server now share the same pointer i game.
You are now able to start a client and a server on the same computer.
2015-12-16 14:56:53 +01:00
stiffly a2d55feed1 Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
2015-12-16 11:12:15 +01:00
Jocke e74b2b6874 Made it easier for non network members to create packages and extract information from them by addin PopFrontString() and PopFrontPrimitive<type>(). 2015-12-16 10:40:40 +01:00
stiffly 3f602c9d63 Test code 2015-12-15 17:55:08 +01:00
stiffly 082b3fd3df Removed old input events from client 2015-12-15 17:22:46 +01:00
stiffly 9b348a7d97 Updated movement code once again. 2015-12-15 16:50:59 +01:00
stiffly 1669649186 Fixed bug with entityID. Also trying to fix movement WIP. 2015-12-15 16:24:09 +01:00
stiffly 472a8db81a Various bug fixes. 2015-12-15 15:32:31 +01:00
Jocke e940c1d604 WIP 2015-12-15 14:55:56 +01:00
stiffly 478c692315 Refactoring. Client and server has Update Loop that runs before any game logic each frame. 2015-12-15 14:53:56 +01:00
stiffly b698a0d36f WIP
Adding models now crashes. Threading
Added a create player event that currently is not used.
2015-12-15 11:21:46 +01:00
stiffly bac0a1de26 Removed annoying cube 2015-12-14 16:55:23 +01:00
stiffly 8d9ff2b6dc Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
2015-12-14 16:41:59 +01:00