Jace
b4081b3e45
Merge remote-tracking branch 'origin/Networking'
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# Conflicts:
# src/Engine/Network/Client.cpp
# src/Game/Systems/WeaponSystem.cpp
2016-01-24 18:36:37 +01:00
stiffly
2eaad2aa00
Client now responds to deleted entity and component in server
2016-01-24 17:16:26 +01:00
Jace
235b26ad61
WIP shoot
2016-01-24 17:16:18 +01:00
Jocke
2bf0434bcb
Remade Snapshot logic from component based to entity based.
2016-01-23 16:40:38 +01:00
stiffly
406b730ef3
Sends entity names. Temporarily
2016-01-22 19:07:20 +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
stiffly
7a95880e10
Merge remote-tracking branch 'origin/master' into Networking
2016-01-22 10:36:11 +01:00
Jocke
6cd073c3c8
Added network metrics logging and reactored code.
2016-01-22 10:32:54 +01:00
verysecrethero
973ccd34c9
Removed unnecessary string in EPlayerDamage (TypeOfDamage). Renamed a variable in WeaponSystem
2016-01-21 16:30:07 +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
e9a576341e
Started on server disconnect logic.
2016-01-20 14:31:50 +01:00
Jocke
f52cddb445
Added packet loss logic for multiple clients.
...
Changed packet class to fit our needs.
2016-01-20 13:43:11 +01:00
stiffly
88eb3ca2db
Scraping queues for interpolation
2016-01-18 18:07:59 +01:00
Jocke
70cbb02cb2
Merge remote-tracking branch 'origin/Networking' into Networking
2016-01-18 17:13:10 +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
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
7ae42a5bf7
Removed some comments. Basically did nothing
2016-01-06 11:39:32 +01:00
stiffly
a858dab8b6
Network not longer threaded
2015-12-18 12:00:14 +01:00
stiffly
076030a252
Fixes, mostly name changes
2015-12-17 17:28:43 +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
97a0d97b0b
Can now send transform components.
2015-12-16 17:56:44 +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