stiffly
36ae451ea6
Indentation
2015-12-11 16:22:14 +01:00
Jocke
01d7388f91
Reactored the package loss logic.
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Server cannot handle multiple clients yet.
Fixed WorldTest code by adding astrix.
2015-12-11 11:55:23 +01:00
stiffly
641a43b2ec
Merge remote-tracking branch 'origin/Networking' into Networking
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# Conflicts:
# src/Engine/Network/Client.cpp
2015-12-10 17:16:22 +01:00
stiffly
58952725e9
Added class Package to help refactor the code. The code got easier to read.
2015-12-10 17:07:18 +01:00
Jocke
99543a300d
Merge remote-tracking branch 'origin/Networking' into Networking
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# Conflicts:
# include/Engine/Network/NetworkDefinitions.h
# include/Game/Game.h
# src/Engine/Network/Client.cpp
# src/Game/Game.cpp
2015-12-10 14:40:06 +01:00
Jocke
f377d9ba70
Fixed client movement.
2015-12-10 14:14:36 +01:00
stiffly
9a8f5293af
Can now Identify Packet Loss. Enumerated messages that loops around 0-1000.
2015-12-10 12:55:28 +01:00
Jocke
663aca2641
Moved client and server from header.
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Fixed so user are able to start a server and client on the same computer.
Starting 2 servers on the same computer will probably still crash the newest server (Don't do it).
2015-12-09 17:50:30 +01:00
stiffly
4de613814b
WIP Packet loss identification. Put packetID in message
2015-12-09 17:43:36 +01:00
Jocke
0807a7d0ae
Fixed the bug where starting a server made the program crash on closing.
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Fixed some memory leaks in Client.cpp.
2015-12-09 14:43:43 +01:00
Jocke
ba150a264c
Fixed bug that cause the program to crash when closing if a server had been started.
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Removed memory leaks in Client.cpp.
2015-12-09 14:41:26 +01:00
Jocke
0e6353dd79
Fixed bug where closing glwindow as client crashed.
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Server bug is still present.
2015-12-09 13:37:02 +01:00
stiffly
247ff09743
Smoother movement over network. Some refactoring on client side. Now uses EKeyUp to determine if a key is pressed.
2015-12-09 13:02:39 +01:00
stiffly
f83e217638
Bugfix. if-statement was incorrect
2015-12-08 18:35:30 +01:00
stiffly
a8c0a1f294
Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
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# Conflicts:
# include/Engine/Network/Client.h
# src/Engine/Network/Client.cpp
2015-12-08 18:07:18 +01:00
stiffly
9f54a08536
Implemented new version of snapshot for 3D world. Also some cleanup.
2015-12-08 17:57:01 +01:00
Jocke
24dada149f
Cleaned up code in Client.h and Client.cpp.
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Moved ping code into Ping() function.
2015-12-08 17:18:03 +01:00
stiffly
27b44d2511
Input events for Client done. Instead of windows getAsyncKeyState();
2015-12-08 16:41:48 +01:00
stiffly
6dc5112c26
Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
...
# Conflicts:
# include/Engine/Network/Client.h
# src/Game/Game.cpp
2015-12-08 16:15:50 +01:00
stiffly
e92119c99e
WIP trying to get Eventsystem to work in client.
2015-12-08 16:13:53 +01:00
Jocke
c48c9e1f86
Added leak check when using windows (WinLeakCheck.h).
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Added server to project.
A server can now be started in the project.
2015-12-08 13:54:18 +01:00
Jocke
b5a010a517
Network now runs on it's own thread.
...
Network now sends Disconnect message when game is terminated.
2015-12-08 11:02:40 +01:00
stiffly
2c993e82d6
Added the old prototype logic to Client.h. Can now communicate with a external server(on prototype).
2015-12-07 16:55:12 +01:00
stiffly
3bfd08e780
Adapted to folder name change in the code. Networking -> Network
2015-12-07 15:48:17 +01:00
sippeangelo
6991a2be26
Renamed Networking -> Network
2015-12-07 15:22:26 +01:00