stiffly
d77119bb2d
Fixed print for serverlist.
2016-02-23 11:47:44 +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
833006744a
WIP
2016-02-22 17:00:25 +01:00
stiffly
c7d31cac2d
Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
...
# Conflicts:
# src/Engine/Network/Client.cpp
2016-02-22 10:19:48 +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
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
Jocke
4432891437
Fixed crash in Client::parsePlayerDamage.
2016-02-17 10:21:50 +01:00
Jocke
a006db9e63
WIP Fix dsync
2016-02-16 16:06:17 +01:00
Jocke
717af2c4a4
Fixed bug in Client::parsePlayerDamage()
2016-02-16 10:22:15 +00:00
Jocke
2c3122bbdb
increased Network buffer size, fixed 2 crashes and re-added the ability to kill oneself with the use of a key bound to TakeDamage,Value.
2016-02-12 08:39:20 +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
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
Jocke
7de76376cf
Merge remote-tracking branch 'origin/master' into TCPConnections
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# 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
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
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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
ec54b1298d
Reconnect is now possible.
2016-02-10 21:02:46 +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
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
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
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
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
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
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