Commit Graph

483 Commits

Author SHA1 Message Date
Jocke 3e90ed564c Moved Struct in InterpolationSystem.h and fixed bug. 2016-01-18 18:07:39 +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 8952c1a7e4 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:28:09 +01:00
Jocke fc305f8bf4 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:27:55 +01:00
stiffly 62c3f72355 Fixed cmake for interpolationsystem. 2016-01-18 17:27:37 +01:00
Jocke 70cbb02cb2 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:13:10 +01:00
Jocke 0c7f2c5198 WIP implemented Interpolation (server logic) 2016-01-18 17:12:42 +01:00
stiffly d7780d8248 WIP implementing interpolation 2016-01-18 17:11:37 +01:00
Jocke 6ba6deb863 Removed some debug spam. 2016-01-18 11:35:35 +01:00
stiffly cc604f8e9a Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 11:06:51 +01:00
stiffly e97f4a3563 Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Game/Game.cpp
2016-01-18 11:06:27 +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 0bf756dc08 Merge remote-tracking branch 'origin/master' into Networking 2016-01-15 10:22:21 +01:00
Jace 627108c6ee Fixes for #30
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 18:15:38 +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
Viktor Ljung a8f7d5f6b9 Merge pull request #30 from teamfisk/Rendering
Rendering Scenes
2016-01-14 16:43:35 +01:00
viktorljung c99a8685bb Removed Debug scene 2016-01-14 15:40:13 +01:00
viktorljung 143648860b Added world pointer to PickData 2016-01-14 15:32:41 +01:00
viktorljung 96371a08c8 Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet) 2016-01-14 15:26:06 +01:00
viktorljung e7f02f14a0 Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info 2016-01-14 11:12:02 +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
William Moberg 704e8825c4 Merge pull request #29 from teamfisk/Networking
Networking
2016-01-12 17:48:33 +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
viktorljung 0f17f9a888 Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts:
#	include/Engine/Editor/EditorSystem.h
#	include/Engine/Rendering/EPicking.h
#	include/Engine/Rendering/Renderer.h
#	include/Game/Game.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Test.xml
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/RawModel.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
2016-01-12 16:13:20 +01:00
Jocke 56ac592d6d Removed debug code from Game.cpp 2016-01-12 14:16:01 +01:00
Jocke 2bf1d53f2c Merge remote-tracking branch 'origin/master' into Networking 2016-01-12 13:17:00 +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
viktorljung 2450769190 some cleanup 2016-01-12 11:51:47 +01:00
viktorljung d469fe6e9a Removed picking event and added a pick function to renderer 2016-01-12 11:45:50 +01:00
viktorljung 3feee7fd35 Changed the structure of how RenderJobs are handled 2016-01-11 17:01:17 +01:00
William Moberg 84818f6fcb Merge pull request #28 from teamfisk/ecs
New entity loading and saving
2016-01-11 16:49:40 +01:00
Jace 349fa9d7fa Fixed crash when creating new entities 2016-01-11 16:47:30 +01:00
Jace 2a5e0420c8 Added template entity "Empty.xml" for use as root entity when creating a new map. 2016-01-11 16:40:26 +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
Jace 4a516a4d86 Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition 2016-01-11 14:56:53 +01:00
Jace 21aea6f31d Added World::ValidEntity for checking if an entity exists or not 2016-01-11 14:35:41 +01:00
Jace 297a3fb493 Support for "name" attribute on entities 2016-01-11 14:35:41 +01:00
Jace c47ef61ddc Temporary fix for widgets being annoying entities in the editor 2016-01-11 14:35:41 +01:00
Jace e8e93587e9 Fixed weird behavior when components would register multiple times (Hint: It should never happen in the first place) 2016-01-11 14:35:41 +01:00
Jace 39dd27726d MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace 6adc98eea5 Now writes entities to file instead of stdout... 2016-01-11 14:35:41 +01:00
Jace ad4e723677 Added nativefiledialog to README 2016-01-11 14:35:41 +01:00
Jace 11d547cde8 Entity 0 is now a real entity in the world, created by the first entity read while importing. This makes the difference between map files and entity files automatic, since consecutive entity file loads should automatically get the world as parent, as long as the world entity has been created earlier. 2016-01-11 14:35:41 +01:00
Jace 24b9e951c2 Added stride information to ComponentInfo, refactored FieldOffsets and FieldTypes into new struct Field_t Fields while I was at it. 2016-01-11 14:35:41 +01:00