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
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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
fa13c1d065
Double jump is now working.
2016-02-23 18:24:46 +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
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.
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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
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
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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
Jace
787eecce26
WIP
2016-02-12 04:03:22 +01:00
Jocke
e0c3a32e66
Merge branch 'master' into TCPConnections
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# 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
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# 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.
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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
Jocke
6cd073c3c8
Added network metrics logging and reactored code.
2016-01-22 10:32:54 +01:00
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
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# 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
Jocke
f52cddb445
Added packet loss logic for multiple clients.
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Changed packet class to fit our needs.
2016-01-20 13:43:11 +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
696f44a673
Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
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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.
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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.
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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.
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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.
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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.
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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
stiffly
a858dab8b6
Network not longer threaded
2015-12-18 12:00:14 +01:00
Jocke
ad43cc44c3
Merge remote-tracking branch 'origin/Networking' into Networking
2015-12-18 11:03:21 +01:00
Jocke
30db0b10fd
Removed NetworkDefinitions.h and moved #define MAXCONNECTIONS 8
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#define INPUTSIZE 128 to Network.h.
2015-12-18 10:36:14 +01:00