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
e45d0e8232
fix.
2016-03-11 14:32:55 +01:00
Jocke
62d1cb9a69
fixed request.
2016-03-11 14:24:59 +01:00
Jocke
06bddd9d54
Fixed requests.
2016-03-11 14:07:03 +01:00
Jocke
5f959ded89
Did changes upon pull request's request.
2016-03-11 12:54:59 +01:00
Jocke
2eb863757b
renamed variabels
2016-03-11 11:55:16 +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
a0d60160dd
Increased size of socket buffer
2016-03-10 10:58:26 +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
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
fa0b52caec
When you disconnect you will delete the world and return to the menu.
2016-03-09 15:49:42 +01:00
stiffly
09171a1a18
WIP connect from menu
2016-03-09 14:33:20 +01:00
stiffly
67ccb5bee5
Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
2016-03-09 13:23:31 +01:00
stiffly
d7c30450dc
Should now read servername from config.
2016-03-09 10:08:23 +01:00
Tleety
95f68cc888
ConnectRequest event and some other shit
2016-03-08 22:24:32 +01:00
stiffly
17e2ebeaa7
Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
...
# Conflicts:
# include/Engine/Network/Client.h
2016-03-08 16:59:24 +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
Jocke
9cbc582be2
Kinda works like before
2016-03-08 11:29:47 +01:00
Jocke
68a88ed756
We are now using udp again
2016-03-07 16:07:54 +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
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
8b86c73ecc
Merge remote-tracking branch 'origin/FixNetworkBugs' into ScoreBoard
2016-03-03 15:49:15 +01:00
Jocke
a9b19d9af1
Packet write now only warns when a a packet is huge
2016-03-03 13:29:45 +01:00
Tleety
ff6e2167d4
Some new events and changes to ScoreSystem
2016-03-03 11:25:06 +01:00
Jocke
85ba5552e9
Merge remote-tracking branch 'origin/master' into FixNetworkBugs
2016-03-02 17:59:20 +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
cfba8efd24
WritePrimitive would spam a warning when snapshots got bigger than 512 and it got resized.
2016-03-02 10:59:03 +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
Jocke
18450ff4f3
Death explosion should always get triggered now. (I hope)
2016-02-26 11:08:05 +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
059fe5c6c0
Fixed typo m_EPDoubleJump to m_EDoubleJump.
2016-02-25 16:04:27 +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
8a04e87494
The serverlist is displayed when pressing connect button.
2016-02-23 14:31:35 +01:00
stiffly
fc7d62a5ad
Various clean ups.
2016-02-23 11:07:56 +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
Jocke
34a71b0767
Fixed linking issue.
2016-02-22 17:24:35 +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
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