Commit Graph

156 Commits

Author SHA1 Message Date
Jace bb66f95d43 Enabled server broadcasting PlayerDamage events to other players to make damage indicators work 2016-02-12 07:03:14 +01:00
Jace 2e5ee633ce Fixed bug when client would recieve input command from an entity that the client didn't know about 2016-02-12 06:10:20 +01:00
Tleety 1e04244590 Fixed network bug sorta 2016-02-12 06:00:42 +01:00
Tleety d357e365cb Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
# Conflicts:
#	include/Engine/Network/Server.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
2016-02-12 05:21:00 +01:00
Tleety a8a3366e8a Hopeless attempts to fix network bugs 2016-02-12 05:17:09 +01:00
Jocke 7de76376cf Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 05:16:30 +01:00
Jace 787eecce26 WIP 2016-02-12 04:03:22 +01:00
Jace 5295133311 Hack to sync ammo over network until we have input replaying + Reload effect from all views 2016-02-12 01:45:54 +01:00
stiffly e24a84c52d Server now deletes the player on a new player spawn. 2016-02-11 23:52:55 +01:00
Jace d1213f9f59 Working damage dealing, a super cool reload effect and hit markers! 2016-02-11 22:50:44 +01:00
stiffly b66e3d3630 WIP trying to hot fix 2016-02-11 22:15:47 +01:00
stiffly afd9e24df6 Reverted last commit. Also testing to delay OnPlayerSpawn event for clients. No progress... 2016-02-11 21:23:53 +01:00
Jocke e0c3a32e66 Merge branch 'master' into TCPConnections
# 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 fa2e556ab2 fixed some error handling in TCPClient. 2016-02-11 14:07:51 +01:00
Jocke eb244f87c4 Added disconnect functionality and removed some warnings. 2016-02-10 23:27:46 +01:00
Jocke ec54b1298d Reconnect is now possible. 2016-02-10 21:02:46 +01:00
Jocke 95fa1f4bbd Connect Fix for TCP Client 2016-02-10 20:10:20 +01:00
Jocke 9645169797 Merge remote-tracking branch 'origin/master' into TCPConnections
# 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
Jace d5647ce89c Working 1-snapshot interpolation 2016-02-09 19:36:22 +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 fccd8c64e7 WIP Clients are working properly, servers are not. 2016-02-09 11:43:16 +01:00
Jocke ba9419b342 Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts. 2016-02-08 14:32:00 +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 7bf4f5c30e Merge remote-tracking branch 'origin/master' into TCPConnections 2016-02-03 10:29:36 +01:00
Jocke e133791369 WIP Reliable Message 2016-02-03 10:28:15 +01:00
Jocke 6a3f585fb9 Fixed warnings associated with Network.cpp, Client.cpp, Server.cpp and Packet.cpp.
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 8866dd6054 Merge remote-tracking branch 'origin/Networking' into ShootRays 2016-01-25 11:57:44 +01:00
Jace b6fd18baed Hacked in serverside effects 2016-01-25 11:56:40 +01:00
Jace d0de169613 Instagib! 2016-01-24 23:05:52 +01:00
stiffly 06f64f8fbf Added a player name to the PlayerSpawned event. When a player has spawned the server sends the name to the client which publishes the event. 2016-01-24 22:00:38 +01:00
Jace 0c56a05144 Merge branch 'master' of github.com:teamfisk/TacticalZ
# Conflicts:
#	resources/Schema/Entities/Player.xml
#	src/Engine/Network/Server.cpp
2016-01-24 21:21:51 +01:00
Jace 382eff169f Server refactoring to remove player dependency and lots of fixes. 2016-01-24 21:20:43 +01:00
Jace 25890c8d6c Merge remote-tracking branch 'origin/Networking' 2016-01-24 19:01:15 +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
Jace b4081b3e45 Merge remote-tracking branch 'origin/Networking'
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Game/Systems/WeaponSystem.cpp
2016-01-24 18:36:37 +01:00
stiffly 8d61632c26 No longer spawns a f**king sphere. 2016-01-24 17:40:43 +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
antc13 aa20b48188 Merge remote-tracking branch 'origin/master' into Importer
# Conflicts:
#	resources/Schema/Entities/MovementTest.xml
#	resources/Schema/Entities/Player.xml
2016-01-24 16:22:22 +01:00
antc13 4c5d17b203 Merge remote-tracking branch 'origin/master' into Importer
# Conflicts:
#	resources/Schema/Entities/RenderingWorld.xml
#	resources/Shaders/ForwardPlus.frag.glsl
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Network/Server.cpp
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Tests/OctTreeTestGameClass.cpp
#	src/Tests/OctTreeTestHardCodedTestWorld.h
#	src/Tests/ResourceManagerTest.cpp
2016-01-24 14:40:52 +01:00
Jocke 97d70f8e32 Fixed in client for shoot event. Weapon system now damages health on any target not only players. 2016-01-24 11:36:01 +01:00
antc13 3baa988ad4 Changed .obj files to our own format. DummyScene.mesh may be broken. 2016-01-23 20:35:58 +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