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
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# 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
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# 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
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# 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
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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.
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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
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# 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
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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
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# Conflicts:
# src/Engine/Network/Client.cpp
2015-12-14 16:41:59 +01:00
Jocke
63db236dfa
Fixed bug which made the player not able to move diagonally.
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Fixed a bug were m_PlayerID was not set for the client when connecting.
2015-12-14 16:35:43 +01:00
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
...
# 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