Jocke
b7d88808e2
Redid timers.
2016-03-12 21:38:46 +01:00
Jocke
f8f536802f
Time for ending the game is now in CapturePointGameMode component. The timer i counted down to 0 and then the map is "Reset".
2016-03-12 20:28:48 +01:00
Jocke
60df30fa59
Scoreboard is now works.
2016-03-12 19:36:12 +01:00
Jocke
c544f349fd
The logic for removing the world is working but when we send the map again the clients memory usage goes crazy.
2016-03-12 17:49:50 +01:00
Jocke
0c1a2d3160
WIP
2016-03-12 14:31:15 +01:00
Jocke
5f959ded89
Did changes upon pull request's request.
2016-03-11 12:54:59 +01:00
Jocke
33627f917c
removed debug info.
2016-03-11 11:01:10 +01:00
Jocke
67dfbfff01
Fixed multiply connections
2016-03-10 14:44:06 +01:00
Jocke
5a7034dfcd
popped the right amount of the header
2016-03-09 19:43:18 +01:00
Jocke
9721cb6a7d
Merge remote-tracking branch 'origin/master' into SplitSnapshots
...
# Conflicts:
# include/Engine/Network/Client.h
# src/Engine/Network/Client.cpp
2016-03-09 19:14:10 +01:00
Jocke
c36c7d1ea6
Merge remote-tracking branch 'origin/master' into SplitSnapshots
...
# Conflicts:
# src/Engine/Network/Server.cpp
2016-03-09 18:41:01 +01:00
Jocke
3209e36176
We can now send more data with UDP than previously, the splitting seems to work fine but receiving has some problems.
2016-03-09 18:26:33 +01:00
stiffly
c1f38a71ba
Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
2016-03-09 10:12:57 +01:00
stiffly
d7c30450dc
Should now read servername from config.
2016-03-09 10:08:23 +01:00
Jocke
3828616b60
Made it easier to maintain changes in packet header, prepared for reliable UDP packets.
2016-03-08 14:44:35 +01:00
stiffly
9e8df340b3
Merge remote-tracking branch 'origin/master' into NetworkComponent
...
# Conflicts:
# src/Engine/Network/Server.cpp
2016-03-07 17:21:24 +01:00
stiffly
f00fb836fb
Oops.
2016-03-07 17:10:13 +01:00
stiffly
13c3bcb290
Now only entities with NetworkComponent will be send in Snapshots.
2016-03-07 16:52:51 +01:00
Jocke
68a88ed756
We are now using udp again
2016-03-07 16:07:54 +01:00
verysecrethero
3eaad275ba
New CapturePointAddition fixed to work on Network by Joachim
2016-03-07 14:50:31 +01:00
Jocke
078d6eb712
Added sequnceNumber and totalNumberOfPackets to packet for packet splitting.
2016-03-07 14:22:09 +01:00
Jace
b7a7f7fd5e
????
2016-03-04 15:02:01 +01:00
Tleety
fe7c1dd808
Merge remote-tracking branch 'origin/DeathEventUsesPlayerID' into ScoreBoard
...
# Conflicts:
# include/Engine/Network/Server.h
2016-03-03 23:56:57 +01:00
stiffly
2167b6f7b1
Fix for previous commit..
2016-03-03 23:43:50 +01:00
stiffly
714665f0a3
Updated the PlayerID getter in Server.cpp.
2016-03-03 22:55:12 +01:00
stiffly
8466a282b7
The server will now parse a death event and pass it forward with a KillDeath event to the score system.
2016-03-03 22:48:42 +01:00
Tleety
00c585de3c
Score should now track to all clients
2016-03-03 20:45:16 +01:00
Tleety
ff6e2167d4
Some new events and changes to ScoreSystem
2016-03-03 11:25:06 +01:00
stiffly
267c007291
Removed unnecessary comments, variables and functions.
2016-03-02 17:39:27 +01:00
stiffly
a5c086e389
Dash effect now working over network, by sending events. Similar to jump effect.
2016-03-02 16:48:38 +01:00
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
Jace
0c60b637c3
Who's merging without compiling?
2016-02-26 12:52:10 +01:00
William Moberg
22b473a0b6
Merge pull request #139 from teamfisk/EditorCopyPaste
...
Editor copy paste
2016-02-26 11:01:18 +01:00
Jace
9e6c67596d
Basic editor copy and paste. Doesn't actually copy the entity until you paste it.
2016-02-25 17:51:28 +01:00
Jocke
eac9a9daf6
Pull request #136 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
...
# Conflicts:
# src/Engine/Network/Client.cpp
2016-02-25 16:07:06 +01:00
Jocke
f66fa7a183
Merge remote-tracking branch 'origin/master' into FixNetworkBugs
...
# 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
508d8a6f00
Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
...
Fixed some formating and comments.
2016-02-25 14:24:38 +01:00
stiffly
8ce6308649
In snapshot: now sends player information and also CP information. Now it is no longer true that they will arrive in pre order. Appropriate actions were therefor implemented.
2016-02-25 11:56:40 +01:00
Jocke
fa13c1d065
Double jump is now working.
2016-02-23 18:24:46 +01:00
stiffly
fc7d62a5ad
Various clean ups.
2016-02-23 11:07:56 +01:00
stiffly
fe9dbf0b0f
Serverlist fix.
2016-02-23 10:33:20 +01:00
stiffly
845a30ed0f
Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
...
# Conflicts:
# include/Engine/Network/TCPServer.h
# src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
stiffly
833006744a
WIP
2016-02-22 17:00:25 +01:00
Jocke
b2d8cddfb7
WE now send the map on connect after that only player information.
2016-02-22 16:46:31 +01:00
Jocke
ed9149fe63
Network buffer should now dynamically increase when needed.
2016-02-22 16:04:27 +01:00
stiffly
4c1a284636
Server now does Capture point logic too.
2016-02-22 11:30:31 +01:00
stiffly
23dc8e07b2
Will this do the trick? Now tells the server to send HUD entities too.
2016-02-22 10:41:37 +01:00
stiffly
993d804cef
Added an event to search for servers.
...
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
Jocke
2263fd2ad6
Fixed crash in Client::parsePlayerDamage.
2016-02-19 16:18:16 +01:00
stiffly
46987beefb
Updated the serverlist, now prints adress and port of the server.
2016-02-17 17:05:10 +01:00