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84 Commits

Author SHA1 Message Date
verysecrethero 2381f01d12 HealthSystem now deletes the entity after publishing the PlayerDeath event 2016-01-21 14:25:01 +01:00
Jace 70cab9ef30 Merge pull request #40 from teamfisk/Networking
Networking
2016-01-21 10:03:44 +01:00
Jace f1a54a89b3 Merge pull request #37 from teamfisk/OctTree
Oct tree
2016-01-21 09:57:46 +01:00
William Moberg 60037c2849 Merge pull request #31 from teamfisk/CapturePointTake
Capture point take
2016-01-20 17:43:20 +01:00
Jocke cd67253173 Added logic to go from spectator to player. 2016-01-20 17:41:16 +01:00
verysecrethero a596b8746b CapturePointTimers are now reset for "inactive" CapturePoints after a capture. 2016-01-20 17:32:20 +01:00
verysecrethero 35876f6425 Removed membervariable m_NextPossibleCapturePointand added it as local instead 2016-01-20 16:37:10 +01:00
verysecrethero f6ce98249e Merge remote-tracking branch 'origin/master' into CapturePointTake 2016-01-20 16:32:14 +01:00
Jocke 00588b07c5 Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# 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
verysecrethero 29aefc5af2 Added some more visual CaptureTestState xml files 2016-01-20 16:06:35 +01:00
verysecrethero 39ae83efd4 Fixed all tests in CapturePointTest and cleaned up some comments 2016-01-20 15:40:56 +01:00
verysecrethero 8189e3c00c Logic in CapturePointSystem is working again. Need to update all Tests! 2016-01-20 14:59:18 +01:00
Jocke 4d01cdf895 Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-01-20 14:33:17 +01:00
stiffly 7e7ca7edcf Listening to "DisconnectFromServer" 2016-01-20 14:32:04 +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 85523343b2 Merge remote-tracking branch 'origin/master' into Networking 2016-01-20 10:24:53 +01:00
William Moberg 410e349329 Added test map for capture points and some debug code. 2016-01-19 18:27:58 +01:00
verysecrethero b45de542da CapturePointSystem updated, all tests are green 2016-01-19 17:19:58 +01:00
Joachim Pettersson dfa96f74e1 Merge pull request #39 from teamfisk/Forward+
Forward+
2016-01-19 16:53:07 +01:00
Tleety 5d6d0f82b9 Removed some debug code 2016-01-19 16:48:59 +01:00
Tleety a124ab2400 Some asset shit.
Fixed testworld to use the right model.
2016-01-19 16:11:56 +01:00
Tleety d2263b0c90 Assets added 2016-01-19 16:09:30 +01:00
Tleety a8ffb24040 latest commit fix 2016-01-19 16:08:09 +01:00
Tleety 893ef38237 Removed world from renderer and moved depth-calculation code to modeljob 2016-01-19 15:41:17 +01:00
verysecrethero f197993beb Changed CapturePointSystem in light of new enums in the components and a teamcomponent. Half the tests are currently working 2016-01-19 15:31:15 +01:00
stiffly ad9bb5fba4 Added an extra interpolation point. 2016-01-19 15:03:10 +01:00
Tleety 982837052a DirectionalLight now correctly getting directions 2016-01-19 14:44:17 +01:00
stiffly e0c4394f20 Merge. Also fixed interpolation for scale and rotation.
Merge remote-tracking branch 'origin/master' into Networking

# Conflicts:
#	include/Game/Game.h
#	src/Game/CMakeLists.txt
#	src/Game/Game.cpp
2016-01-19 14:04:25 +01:00
Tleety 4cafb2fc4c Merge remote-tracking branch 'origin/master' into Forward+ 2016-01-19 12:33:08 +01:00
Tleety 46e17b7e0d Working directional light 2016-01-19 12:32:34 +01:00
stiffly 3142c701e3 WIP interpolating scale and orientation 2016-01-19 11:42:30 +01:00
stiffly a6425160fd Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# Conflicts:
#	include/Game/InterpolationSystem.h
#	src/Game/InterpolationSystem.cpp
2016-01-18 18:13:19 +01:00
stiffly 88eb3ca2db Scraping queues for interpolation 2016-01-18 18:07:59 +01:00
Jocke 3e90ed564c Moved Struct in InterpolationSystem.h and fixed bug. 2016-01-18 18:07:39 +01:00
Tleety 4b29d48f27 WIP 2016-01-18 17:57:45 +01:00
Jocke 14b1d541dc Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:34:32 +01:00
stiffly 765509b510 Added interpolationsystem to pipeline. 2016-01-18 17:34:17 +01:00
Jocke 8952c1a7e4 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:28:09 +01:00
Jocke fc305f8bf4 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:27:55 +01:00
stiffly 62c3f72355 Fixed cmake for interpolationsystem. 2016-01-18 17:27:37 +01:00
Jocke 70cbb02cb2 Merge remote-tracking branch 'origin/Networking' into Networking 2016-01-18 17:13:10 +01:00
Jocke 0c7f2c5198 WIP implemented Interpolation (server logic) 2016-01-18 17:12:42 +01:00
stiffly d7780d8248 WIP implementing interpolation 2016-01-18 17:11:37 +01:00
Tleety 601ce85c05 WIP 2016-01-18 16:50:41 +01:00
verysecrethero 4c1a49a8a4 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	include/Engine/Core/ComponentWrapper.h
#	include/Game/PlayerSystem.h
#	include/Game/Systems/HealthSystem.h
#	resources/Schema/Components.xsd
#	resources/Schema/Components/Player.xml
#	resources/Schema/Types/Entity.xsd
#	src/Game/CMakeLists.txt
#	src/Game/PlayerSystem.cpp
#	src/Game/Systems/HealthSystem.cpp
#	src/Tests/OctTreeTestGameClass.cpp
#	src/Tests/OctTreeTestGameClass.h
#	src/Tests/OctTreeTestGameMain.cpp
#	src/Tests/OctTreeTestHardCodedTestWorld.h
2016-01-18 16:48:49 +01:00
Tleety 01a164847c Directional light now fully added to all lists. 2016-01-18 15:15:33 +01:00
Tleety 794635b6a1 Added DirectionalLights to renderqueue jobs 2016-01-18 14:58:19 +01:00
Tleety 0a3b6f4da1 Added DirectionalLightJob 2016-01-18 14:57:55 +01:00
verysecrethero e0410d4345 Small logicfix in CapturePointSystem. Readded CapturePointSystem in Game. Added 2 tests. Tests have been refined a lot. 2016-01-18 14:41:16 +01:00
Tleety 6f1fd19ac7 Directional lights now being filled into m_LightSources 2016-01-18 14:30:28 +01:00
Tleety 6680f6863f DirectionalLight component added. 2016-01-18 14:30:22 +01:00
Tleety 4092f6b4d4 New Lightstruct working. 2016-01-18 14:20:28 +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 db62d767ac Fixed bug in Client::parseSnapshot(). 2016-01-15 12:06:20 +01:00
verysecrethero e7da11fda4 Removed OctTreeTests since its too annoying to update them each time RenderSystem gets updated 2016-01-15 11:31:21 +01:00
verysecrethero 8f257b9a58 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	src/Game/Game.cpp
#	src/Tests/ResourceManagerTest.cpp
2016-01-15 11:24:20 +01:00
verysecrethero c8fe6853c0 Removed ShootEvent from CapturePoint 2016-01-15 11:17:22 +01:00
verysecrethero 76a8b43ca3 Fixed logic for CapturePointSystem 2016-01-15 11:04:00 +01:00
Jocke 0bf756dc08 Merge remote-tracking branch 'origin/master' into Networking 2016-01-15 10:22:21 +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
verysecrethero 5e9a3774ab CapturePointSystem code has been refactored and some branches "optimized" 2016-01-14 10:23:27 +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
verysecrethero b8a41b7c13 Updated some CapturePointLogic in CapturePointSystem: reset timer on capture, being able to take back the progress the other team did on your capturepoint. TODO: refactor! 2016-01-13 17:07:49 +01:00
verysecrethero 9533920684 Fixed a few CodeStandard mistakes. Added CapturePointSystem to CMakeLists.txt since branch is no longer based on ShootEvent-branch 2016-01-13 16:13:57 +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
verysecrethero ed5ac2e923 6 new tests for CapturePointSystem have been created!
TODO: refactor CapturePointSystem
2016-01-13 15:58:52 +01:00
verysecrethero 7a8604bf2b CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
Added variable in the CapturePoint component:  CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
2016-01-13 15:58:52 +01:00
verysecrethero 3a1056a2c3 2 new Events: ECaptured, EWin
Added new variable in CapturePoint: IsHomeCapturePointForTeam
CapturePointSystem updated so -5 = team 2 owns it, +5 = team 1 owns it. Its also looking for a winner each update
Updated Test. TODO: better Tests
2016-01-13 15:58:52 +01:00
verysecrethero 59be714fdc 1 Component added: CapturePoint
1 System added: CapturePointSystem
1 Test added: CapturePointTest
added 1 variable in PlayerComponent (TeamNumber)
added 2 variables in CapturePoint (CaptureTimer,OwnedBy)
CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave
Added the CapturePointSystem to Game.cpp
2016-01-13 15:58:52 +01:00
verysecrethero 147b116f20 Fixed typo backslash instead of slash in various classes (the includes) 2016-01-13 15:58:52 +01:00
verysecrethero f0b425614d Simplified PlayerSystem branches a lot! Thanks William! 2016-01-13 15:58:52 +01:00
verysecrethero 4b672b11e7 EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type 2016-01-13 15:58:52 +01:00
verysecrethero e865971fdd EShoot: changed to string weaponType to int currentlyEquippedItem
PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
2016-01-13 15:58:52 +01:00
verysecrethero 878c71b56a Changed the comparison method in PlayerSystem since its currently using doubles 2016-01-13 15:58:52 +01:00
verysecrethero ec4d5fbfa8 xml/xsd files changed type to double. fixed cooldownbug in PlayerSystem. Added 4 tests in ShootEventTest and generalized it a lot 2016-01-13 15:58:52 +01:00
verysecrethero 184af95507 New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
TODO: generalize the test
2016-01-13 15:58:52 +01:00
stiffly 7ae42a5bf7 Removed some comments. Basically did nothing 2016-01-06 11:39:32 +01:00
67 changed files with 2630 additions and 905 deletions
+1 -1
Submodule assets updated: a3c92ac876...6ffb46e155
+1
View File
@@ -61,6 +61,7 @@ public:
iterator begin() const;
iterator end() const;
size_t size() const;
//Dumps information about what the pool memory looks like right now
//into an output stream (e.g. file/std::cout, anything that has an operator<<)
+1 -1
View File
@@ -91,7 +91,7 @@ public:
void AddProperty(std::string fieldName, T defaultValue)
{
m_DefaultValues.push_back(defaultValue);
m_ComponentInfo.Fields[fieldName].Name = typeid(T).name();
m_ComponentInfo.Fields[fieldName].Type = typeid(T).name();
m_ComponentInfo.Fields[fieldName].Offset = m_ComponentInfo.Stride;
m_ComponentInfo.Fields[fieldName].Stride = sizeof(T);
m_ComponentInfo.Stride += sizeof(T);
+20
View File
@@ -0,0 +1,20 @@
#ifndef ECaptured_h__
#define ECaptured_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "Engine/GLM.h"
namespace Events
{
//triggers when a capturePoint has been taken over
struct Captured : Event
{
int TeamNumberThatCapturedCapturePoint;
EntityID CapturePointID;
};
}
#endif
+20
View File
@@ -0,0 +1,20 @@
#ifndef EWin_h__
#define EWin_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "Engine/GLM.h"
namespace Events
{
//triggers when a team has captured all capturePoints
struct Win : Event
{
//can be 0 = none, 1,2
int TeamThatWon;
};
}
#endif
+28 -10
View File
@@ -3,9 +3,12 @@
#include <string>
#include <ctime>
#include <limits>
#include <queue>
#include <glm/common.hpp>
#include <boost/asio.hpp>
#include <boost/shared_array.hpp>
#include "Network/Network.h"
#include "Network/MessageType.h"
@@ -15,6 +18,8 @@
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h"
class Client : public Network
{
@@ -32,8 +37,6 @@ private:
// Sending message to server logic
int bytesRead = -1;
char readBuf[INPUTSIZE] = { 0 };
int snapshotInterval = 33;
std::clock_t previousSnapshotMessage = std::clock();
// Packet loss logic
unsigned int m_PacketID = 0;
@@ -44,40 +47,55 @@ private:
World* m_World;
std::string m_PlayerName;
int m_PlayerID = -1;
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
bool m_IsConnected = false;
// Server Client Lookup map
// Assumes that root node for client and server is EntityID 0.
// Don't Add items to these two maps with insert, use insertIntoServerClientMaps(EntityID, EntityID)!!!!
std::unordered_map<EntityID, EntityID> m_ServerIDToClientID;
std::unordered_map<EntityID, EntityID> m_ClientIDToServerID;
// Network logic
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
double m_DurationOfPingTime;
std::clock_t m_StartPingTime;
// Use to check if we should send disconnect message
// if game is turned of by closing window.
bool m_WasStarted = false;
std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions
void readFromServer();
void sendSnapshotToServer();
int receive(char* data, size_t length);
void send(Packet& packet);
void connect();
void disconnect();
void ping();
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
void parseMessageType(Packet& packet);
void parseEventMessage(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
void parseConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseServerPing();
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
bool isConnected();
bool hasServerTimedOut();
EntityID createPlayer();
void sendInputCommands();
void becomePlayer();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
// Returns if server EntityID exist in map
bool serverClientMapsHasEntity(EntityID serverEntityID);
void insertIntoServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayeDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e);
};
#endif
+20
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@@ -0,0 +1,20 @@
#ifndef Events_Interpolate_h__
#define Events_Interpolate_h__
#include <boost/shared_array.hpp>
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace Events
{
struct Interpolate : Event
{
EntityID Entity;
boost::shared_array<char> DataArray;
};
}
#endif
+4 -1
View File
@@ -11,7 +11,10 @@ enum class MessageType
ServerPing,
Message,
Snapshot,
Event,
OnInputCommand,
OnPlayerDamage,
PlayerConnected,
BecomePlayer
};
#endif
+1
View File
@@ -7,6 +7,7 @@
#define MAXCONNECTIONS 8
#define INPUTSIZE 4097
#define TIMEOUTMS 15000
class Network
{
+2 -1
View File
@@ -14,6 +14,7 @@ public:
Packet(MessageType type, unsigned int& packetID);
// Used to create packet from already existing data buffer.
Packet(char* data, const int sizeOfPacket);
Packet(MessageType type);
~Packet();
void Init(MessageType type, unsigned int& packetID);
@@ -49,7 +50,7 @@ public:
// Pops the first element as if it was a string.
std::string ReadString();
char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID);
int Size() { return m_Offset; };
char* Data() { return m_Data; };
unsigned int DataReadSize() { return m_ReturnDataOffset; }
@@ -6,6 +6,8 @@ struct PlayerDefinition {
int EntityID = -1;
std::string Name = "";
boost::asio::ip::udp::endpoint Endpoint;
unsigned int PacketID;
std::clock_t StopTime;
};
#endif
+14 -13
View File
@@ -11,7 +11,9 @@
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Network/Network.h"
#include "../Network/Network.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
class Server : public Network
{
@@ -25,9 +27,10 @@ private:
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
// Sending messages to client logic
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
std::vector<PlayerDefinition> m_ConnectedUsers;
char readBuffer[INPUTSIZE] = { 0 };
int bytesRead = 0;
// time for previouse message
@@ -41,40 +44,38 @@ private:
//Timers
std::clock_t m_StartPingTime;
std::clock_t m_StopTimes[8];
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// vec.size() = ammount of players to create, stores playerID's
std::vector<unsigned int> m_PlayersToCreate;
// Packet loss logic
unsigned int m_PacketID;
unsigned int m_PreviousPacketID;
unsigned int m_SendPacketID;
unsigned int m_PacketID = 0;
unsigned int m_PreviousPacketID = 0;
// Private member functions
int receive(char* data, size_t length);
void readFromClients();
void send(Packet& packet, int playerID);
void send(Packet& packet);
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
void broadcast(std::string message);
void broadcast(Packet& packet);
void sendSnapshot();
void sendPing();
void checkForTimeOuts();
void disconnect(int i);
void parseMessageType(Packet& packet);
void parseEvent(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();
void parseServerPing();
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
EntityID createPlayer();
void createPlayer();
int GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
};
#endif
@@ -0,0 +1,35 @@
#ifndef DirectionalLightJob_h__
#define DirectionalLightJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
#include "../Core/Transform.h"
#include "../Core/World.h"
struct DirectionalLightJob : RenderJob
{
DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
: RenderJob()
{
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
};
glm::vec4 Direction;
glm::vec4 Color;
float Intensity;
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+9 -8
View File
@@ -46,8 +46,8 @@ private:
int m_NumberOfTiles = 0;
struct Plane {
glm::vec3 Normal;
float d;
glm::vec3 Normal = glm::vec3(0.f);
float d = 0;
};
struct Frustum {
@@ -56,20 +56,21 @@ private:
Frustum* m_Frustums;
//This should be a component
struct PointLight {
struct LightSource {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Direction = glm::vec4(10.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
enum Type_t { Zero, Point, Directional, Spot } Type;
};
std::vector<PointLight> m_PointLights;
std::vector<LightSource> m_LightSources;
struct LightGrid {
float Start;
float Amount;
glm::vec2 Padding;
float Start = 0;
float Amount = 0;
glm::vec2 Padding = glm::vec2(1.f, 2.f);
};
LightGrid* m_LightGrid;
+4
View File
@@ -12,6 +12,7 @@
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
struct ModelJob : RenderJob
{
@@ -28,6 +29,9 @@ struct ModelJob : RenderJob
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
};
+3
View File
@@ -12,6 +12,7 @@
#include "RenderJob.h"
#include "ModelJob.h"
#include "PointLightJob.h"
#include "DirectionalLightJob.h"
/*
@@ -53,12 +54,14 @@ struct RenderScene
::Camera* Camera;
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
Rectangle Viewport;
void Clear()
{
ForwardJobs.clear();
PointLightJobs.clear();
DirectionalLightJobs.clear();
}
};
+2 -1
View File
@@ -46,7 +46,8 @@ private:
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
+2 -4
View File
@@ -22,9 +22,8 @@
class Renderer : public IRenderer
{
public:
Renderer(EventBroker* eventBroker, World* world)
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
, m_World(world)
{ }
virtual void Initialize() override;
@@ -36,7 +35,6 @@ public:
private:
//----------------------Variables----------------------//
EventBroker* m_EventBroker;
World* m_World;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
@@ -62,7 +60,7 @@ private:
void DrawScreenQuad(GLuint textureToDraw);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void FillDepth(RenderScene& scene);
void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
+1 -1
View File
@@ -19,7 +19,7 @@
#include "Rendering/RenderSystem.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Systems/InterpolationSystem.h"
// Network
#include <boost/thread.hpp>
#include "Network/Network.h"
+55
View File
@@ -0,0 +1,55 @@
#ifndef CapturePointSystem_h__
#define CapturePointSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include <tuple>
#include <vector>
class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
private:
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!
const int m_NotACapturePoint = 999;
int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0;
std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
//std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
};
#endif
@@ -0,0 +1,53 @@
#ifndef Systems_InterpolationSystem_h__
#define Systems_InterpolationSystem_h__
#include <queue>
#include <unordered_map>
#include <boost/shared_array.hpp>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Network/EInterpolate.h"
#define SNAPSHOTINTERVAL 0.05f
class InterpolationSystem : public PureSystem
{
struct Transform
{
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
double interpolationTime;
};
public:
InterpolationSystem(EventBroker* eventBroker)
: System(eventBroker)
, PureSystem("Transform")
{
EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
}
~InterpolationSystem() { }
virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = (difference / SNAPSHOTINTERVAL) * static_cast<float>(currentTime);
return vector;
}
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
};
#endif
+2
View File
@@ -9,8 +9,10 @@
<xs:include schemaLocation="Components/Camera.xsd"/>
<xs:include schemaLocation="Components/AABB.xsd"/>
<xs:include schemaLocation="Components/PointLight.xsd"/>
<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/Health.xsd"/>
<xs:include schemaLocation="Components/CapturePoint.xsd"/>
<xs:include schemaLocation="Components/Listener.xsd"/>
<xs:include schemaLocation="Components/SoundEmitter.xsd"/>
<xs:include schemaLocation="Components/Collidable.xsd"/>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<CapturePoint xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePoint.xsd">
<CapturePointNumber>0</CapturePointNumber>
<CaptureTimer>0</CaptureTimer>
<HomePointForTeam><Spectator/></HomePointForTeam>
</CapturePoint>
@@ -0,0 +1,44 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="TeamEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Spectator" type="xs:integer" fixed="1" minOccurs="0"/>
<xs:element name="Red" type="xs:integer" fixed="2" minOccurs="0"/>
<xs:element name="Blue" type="xs:integer" fixed="3" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="CapturePoint">
<xs:annotation>
<xs:documentation>A Capture Point. Add a Team Component to specify who currently owns it</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CaptureTimer" type="t:double" minOccurs="0">
<xs:annotation>
<xs:documentation>CaptureTimer handled by Capture Point System</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="CapturePointNumber" type="t:int" minOccurs="0">
<xs:annotation>
<xs:documentation>CapturePointNumber specify an int number for this</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="HomePointForTeam" type="TeamEnum" minOccurs="0">
<xs:annotation>
<xs:documentation>Specify if this is a HomePoint for either team</xs:documentation>
</xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DirectionalLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DirectionalLight.xsd">
<Color R="1" G="1" B="1" A="1"/>
<Intensity>0.8</Intensity>
<Visible>true</Visible>
</DirectionalLight>
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DirectionalLight">
<xs:annotation>
<xs:documentation>A directional light that shines bright like the future.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Color" type="t:Color" minOccurs="0"/>
<xs:element name="Intensity" type="t:double" minOccurs="0"/>
<xs:element name="Visible" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+3
View File
@@ -4,6 +4,9 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Player">
<xs:annotation>
<xs:documentation>The player charachter</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Velocity" type="t:Vector" minOccurs="0"/>
+1 -1
View File
@@ -14,7 +14,7 @@
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="Team">
<xs:annotation>
<xs:documentation>Represents entity team affiliation</xs:documentation>
+156
View File
@@ -0,0 +1,156 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.obj</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>60</Health>
</c:Health>
<c:AABB/>
<c:Camera/>
<c:Listener/>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="-0.151326105" Y="13.5594187" Z="12.5957394"/>
<Orientation X="-0.872664392" Y="0.157068729" Z="4.90324332e-08"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.48757935" Y="2.62824345" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="1.91470337" Y="2.32191443" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-1.31178355" Y="2.16289616" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>2</HomePointForTeam>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-4.27947044" Y="1.99913001" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-1.67672658" Y="2.23822045" Z="-0.0577065349"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="2.40398169" Y="2.02053547" Z="-0.0348547697"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,158 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.obj</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>60</Health>
</c:Health>
<c:AABB/>
<c:Camera/>
<c:Listener/>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="-2.38960934" Y="11.7122087" Z="11.4659815"/>
<Orientation X="-0.645771146" Y="-1.17512627e-05" Z="1.76718231e-07"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>3</HomePointForTeam>
<CaptureTimer>6.9158446328696002</CaptureTimer>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.48757935" Y="2.62824345" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>-13.234195338196177</CaptureTimer>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="1.38422918" Y="2.32191443" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-1.79222715" Y="2.16289616" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>2</HomePointForTeam>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-4.27947044" Y="1.99913001" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="4.99647331" Y="2.23822045" Z="1.80651212"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="2.7091608" Y="2.02053547" Z="-0.0348547697"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,152 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.obj</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>60</Health>
</c:Health>
<c:AABB/>
<c:Camera/>
<c:Listener/>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="-0.151326105" Y="13.5594187" Z="12.5957394"/>
<Orientation X="-0.872664511" Y="0.157068729" Z="3.01738083e-08"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.48757935" Y="2.62824345" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="1.91470337" Y="2.32191443" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="-1.31178355" Y="2.16289616" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>2</HomePointForTeam>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-4.27947044" Y="1.99913001" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-5.74354839" Y="2.23822045" Z="-0.0577065349"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="6.96941662" Y="2.02053547" Z="-0.0348547697"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,212 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.obj</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>60</Health>
</c:Health>
<c:AABB/>
<c:Camera/>
<c:Listener/>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="-0.151326105" Y="13.5594187" Z="12.5957394"/>
<Orientation X="-0.942477643" Y="0.157067701" Z="-1.50870125e-08"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.39647007" Y="2.36802292" Z="0.0546064377"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="4.21088505" Y="2.32191443" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="2.30499458" Y="2.04659939" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="0.196968079" Y="1.99913001" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>2</HomePointForTeam>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-1.82539892" Y="1.96172595" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="1.15194035" Y="2.23822045" Z="-0.0577065349"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-0.266237378" Y="2.23822045" Z="0.344228983"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="6.96941662" Y="2.02053547" Z="1.9484092"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="3.63076782" Y="2.5672617" Z="-0.0348547697"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,205 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.obj</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>60</Health>
</c:Health>
<c:AABB/>
<c:Camera/>
<c:Listener/>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="-0.151326105" Y="13.5594187" Z="12.5957394"/>
<Orientation X="-0.62831825" Y="0.0872534811" Z="-7.47903606e-09"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.39647007" Y="2.36802292" Z="0.0546064377"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="3.68890452" Y="2.32191443" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="1.98802853" Y="2.16289616" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="0.196968079" Y="1.99913001" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>2</HomePointForTeam>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-1.82539892" Y="1.96172595" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-7.44269609" Y="2.23822045" Z="-0.0577065349"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-5.74354839" Y="2.23822045" Z="1.40012479"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="6.96941662" Y="2.02053547" Z="1.9484092"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="7.70311165" Y="2.02053547" Z="-0.0348547697"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+52 -2
View File
@@ -13,6 +13,7 @@
</c:Model>
<c:Transform>
<Scale X="100" Y="1" Z="100"/>
<Orientation X="0" Y="2.59200001" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -45,9 +46,58 @@
<Entity>
<Components>
<c:Camera/>
<c:Listener/>
<c:Transform>
<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/>
<Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/DirectionalLightWidget.obj</Resource>
</c:Model>
<c:Transform>
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
<Orientation X="4.32000017" Y="4.6340003" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>Models/Assault.obj</Resource>
</c:Model>
<c:Transform>
<Position X="-2.00568962" Y="0.527161121" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/SecondaryWeapon.fbx</Resource>
</c:Model>
<c:Transform>
<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.obj</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="3.70000029" Z="0"/>
</c:Transform>
</Components>
<Children/>
+4 -2
View File
@@ -19,6 +19,7 @@
<xs:element ref="c:AABB" minOccurs="0"/>
<xs:element ref="c:Trigger" minOccurs="0"/>
<xs:element ref="c:Health" minOccurs="0"/>
<xs:element ref="c:CapturePoint" minOccurs="0"/>
<xs:element ref="c:PointLight" minOccurs="0"/>
<xs:element ref="c:Listener" minOccurs="0"/>
<xs:element ref="c:SoundEmitter" minOccurs="0"/>
@@ -27,6 +28,7 @@
<xs:element ref="c:SpawnPoint" minOccurs="0"/>
<xs:element ref="c:PlayerSpawn" minOccurs="0"/>
<xs:element ref="c:Team" minOccurs="0"/>
<xs:element ref="c:DirectionalLight" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -38,7 +40,7 @@
<xs:element name="EntityRef" minOccurs="0" maxOccurs="unbounded">
<xs:complexType>
<xs:all>
<xs:attribute name="file" type="xs:string" minOccurs="0"/>
<xs:attribute name="file" type="xs:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -47,7 +49,7 @@
</xs:element>
</xs:all>
<xs:attribute ref="xml:base"/>
<xs:attribute name="name" type="xs:string" minOccurs="0" default=""/>
<xs:attribute name="name" type="xs:string" minOccurs="0" default=""/>
</xs:complexType>
</xs:element>
</xs:schema>
+16 -13
View File
@@ -27,19 +27,20 @@ layout (std430, binding = 0) buffer FrustumBuffer
Frustum Data[];
} Frustums;
struct PointLight {
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
@@ -106,8 +107,7 @@ layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
if(gl_LocalInvocationIndex == 0)
{
if(gl_LocalInvocationIndex == 0) {
GroupLightCount = 0;
GroupFrustum = Frustums.Data[GroupIndex];
}
@@ -115,22 +115,25 @@ void main ()
barrier();
memoryBarrierShared();
for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
{
PointLight light = PointLights.List[i];
for(int i = int(gl_LocalInvocationIndex); i < LightSources.List.length(); i += TILE_SIZE*TILE_SIZE) {
LightSource light = LightSources.List[i];
//if pointlight
//Pos i view antagligen
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
{
//TODO: Fix transparent and opaque list, and depth test.
AppendLight( i );
if(light.Type == 1) {
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum)) {
//TODO: Fix transparent and opaque list, and depth test.
AppendLight( i );
}
}
//if conelight
//if directional
if(light.Type == 2) {
AppendLight( i );
}
}
+39 -20
View File
@@ -9,19 +9,20 @@ uniform sampler2D texture0;
#define TILE_SIZE 16
struct PointLight {
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
@@ -71,7 +72,7 @@ vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
return lightColor * power;
}
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
@@ -85,6 +86,16 @@ LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, fl
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
void main()
{
@@ -94,8 +105,8 @@ void main()
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/16);
tilePos.y = int(gl_FragCoord.y/16);
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = scene_ambient;
@@ -103,30 +114,38 @@ void main()
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
//for(int i = 0; i < 3; i++)
for(int i = start; i < start + amount; i++)
{
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
LightResult result;
if(light.Type == 1) { // point
result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += result.Diffuse;
totalLighting.Specular += result.Specular;
}
//fragmentColor += Input.DiffuseColor;
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
//fragmentColor = texel * Input.DiffuseColor * Color;
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
{
//fragmentColor += vec4(0.5, 0, 0, 0);
//fragmentColor += vec4(currentTile/3600.f, 0, 0, 1);
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
fragmentColor += vec4(0.5, 0, 0, 0);
} else {
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
+1 -1
View File
@@ -29,6 +29,6 @@ void main()
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.DiffuseColor = DiffuseVertexColor;
}
+5
View File
@@ -72,6 +72,11 @@ ComponentPool::iterator ComponentPool::end() const
return iterator(m_ComponentInfo, m_Pool.end(), m_Pool.end());
}
size_t ComponentPool::size() const
{
return m_Pool.size();
}
template <typename InterpretType /*= char*/>
void ComponentPool::Dump() const
{
+155 -130
View File
@@ -5,28 +5,27 @@ using namespace boost::asio::ip;
Client::Client(ConfigFile* config) : m_Socket(m_IOService)
{
// Asumes root node is EntityID 0
insertIntoServerClientMaps(0, 0);
// Default is local host
std::string address = config->Get<std::string>("Networking.Address", "127.0.0.1");
int port = config->Get<int>("Networking.Port", 13);
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
// Set up network stream
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
}
Client::~Client()
{
}
{ }
void Client::Start(World* world, EventBroker* eventBroker)
{
m_WasStarted = true;
m_EventBroker = eventBroker;
m_World = world;
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayeDamage, &Client::OnPlayerDamage);
m_Socket.connect(m_ReceiverEndpoint);
LOG_INFO("I am client. BIP BOP");
@@ -34,7 +33,11 @@ void Client::Start(World* world, EventBroker* eventBroker)
void Client::Update()
{
m_EventBroker->Process<Client>();
readFromServer();
if (m_IsConnected) {
hasServerTimedOut();
}
}
void Client::readFromServer()
@@ -46,58 +49,7 @@ void Client::readFromServer()
parseMessageType(packet);
}
}
std::clock_t currentTime = std::clock();
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
if (isConnected()) {
//sendSnapshotToServer();
}
previousSnapshotMessage = currentTime;
}
}
void Client::sendSnapshotToServer()
{
// Reset previous key state in snapshot.
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
// See if any movement keys are down
// We dont care if it's overwritten by later
// if statement. Watcha gonna do, right!
if (player["Forward"]) {
m_NextSnapshot.InputForward = "+Forward";
}
if (player["Left"]) {
m_NextSnapshot.InputRight = "-Right";
}
if (player["Back"]) {
m_NextSnapshot.InputForward = "-Forward";
}
if (player["Right"]) {
m_NextSnapshot.InputRight = "+Right";
}
if (m_NextSnapshot.InputForward != "") {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString(m_NextSnapshot.InputForward);
send(packet);
} else {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString("0Forward");
send(packet);
}
if (m_NextSnapshot.InputRight != "") {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString(m_NextSnapshot.InputRight);
send(packet);
} else {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString("0Right");
send(packet);
}
sendInputCommands();
}
void Client::parseMessageType(Packet& packet)
@@ -108,9 +60,7 @@ void Client::parseMessageType(Packet& packet)
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
if (m_PacketID <= m_PreviousPacketID)
return;
//IdentifyPacketLoss();
identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
@@ -129,9 +79,8 @@ void Client::parseMessageType(Packet& packet)
break;
case MessageType::Disconnect:
break;
case MessageType::Event:
parseEventMessage(packet);
break;
case MessageType::PlayerConnected:
parsePlayerConnected(packet);
default:
break;
}
@@ -139,34 +88,52 @@ void Client::parseMessageType(Packet& packet)
void Client::parseConnect(Packet& packet)
{
m_PlayerID = packet.ReadPrimitive<int>();
LOG_INFO("%i: I am player: %i", m_PacketID, m_PlayerID);
// Map ServerEntityID and your PlayerID
LOG_INFO("I be connected PogChamp");
}
void Client::parsePlayerConnected(Packet & packet)
{
// Map ServerEntityID and other player's PlayerID
LOG_INFO("A Player connected");
}
void Client::parsePing()
{
m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
}
void Client::parseServerPing()
{
// Might miss connect message so set it here instead.
m_IsConnected = true;
// Time since last ping was received
m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
m_StartPingTime = std::clock();
Packet packet(MessageType::ServerPing, m_SendPacketID);
packet.WriteString("Ping recieved");
send(packet);
}
void Client::parseEventMessage(Packet& packet)
// Fields with strings will not work right now
void Client::InterpolateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
{
int Id = -1;
std::string command = packet.ReadString();
if (command.find("+Player") != std::string::npos) {
Id = packet.ReadPrimitive<int>();
// Sett Player name
m_PlayerDefinitions[Id].Name = command.erase(0, 7);
} else {
LOG_INFO("%i: Event message: %s", m_PacketID, command.c_str());
int sizeOfFields = 0;
for (auto field : componentInfo.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
sizeOfFields += fieldInfo.Stride;
}
// Is the size correct?
boost::shared_array<char> eventData(new char[componentInfo.Stride]);
memcpy(eventData.get(), packet.ReadData(componentInfo.Stride), componentInfo.Stride);
//Send event to interpolat system
Events::Interpolate e;
e.Entity = entityID;
e.DataArray = eventData;
m_EventBroker->Publish(e);
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
@@ -182,17 +149,27 @@ void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, co
}
}
// Field parse
void Client::parseSnapshot(Packet& packet)
{
std::string componentType = packet.ReadString();
while (packet.DataReadSize() < packet.Size()) {
EntityID entityID = packet.ReadPrimitive<EntityID>();
// Components EntityID
EntityID receivedEntityID = packet.ReadPrimitive<EntityID>();
// Parents EntityID
EntityID receivedParentEntityID = packet.ReadPrimitive<EntityID>();
ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
if (m_World->ValidEntity(entityID)) {
// Check if the received EntityID is mapped to one of our local EntityIDs
if (serverClientMapsHasEntity(receivedEntityID)) {
// Get the local EntityID
EntityID entityID = m_ServerIDToClientID.at(receivedEntityID);
// Check if the component exists
if (m_World->HasComponent(entityID, componentType)) {
// If the entity and the component exists update it
updateFields(packet, componentInfo, entityID, componentType);
if (componentType == "Transform") {
InterpolateFields(packet, componentInfo, entityID, componentType);
} else {
updateFields(packet, componentInfo, entityID, componentType);
}
// if entity exists but not the component
} else {
// Create component
@@ -202,11 +179,12 @@ void Client::parseSnapshot(Packet& packet)
}
// If the entity dosent exist nor the component
} else {
//Create Entity
// Create Entity
// If entity dosen't exist
EntityID newEntityID = m_World->CreateEntity();
insertIntoServerClientMaps(receivedEntityID, newEntityID);
// Check if EntityIDs are out of sync
if (newEntityID != entityID) {
if (newEntityID != receivedEntityID) {
LOG_INFO("Client::parseSnapshot(Packet& packet): Newly created EntityID is not the \
same as the one sent by server (EntityIDs are out of sync)");
}
@@ -215,6 +193,21 @@ void Client::parseSnapshot(Packet& packet)
// Copy data to newly created component
updateFields(packet, componentInfo, newEntityID, componentType);
}
// Parent Logic
// Don't need to check if receivedEntityID is mapped. (It should have been set)
if (receivedParentEntityID != std::numeric_limits<EntityID>::max()) {
if (serverClientMapsHasEntity(receivedParentEntityID)) {
m_World->SetParent(m_ServerIDToClientID.at(receivedEntityID), m_ServerIDToClientID.at(receivedParentEntityID));
// If Parent dosen't exist create one and map receivedParentEntityID to it.
} else {
// Create the new parent and add it to map
EntityID newParentEntityID = m_World->CreateEntity();
insertIntoServerClientMaps(receivedParentEntityID, newParentEntityID);
// Set the newly created Entity as parent.
m_World->SetParent(m_ServerIDToClientID.at(receivedEntityID), newParentEntityID);
}
}
}
}
@@ -228,9 +221,8 @@ int Client::receive(char* data, size_t length)
0, error);
if (error) {
LOG_ERROR("receive: %s", error.message().c_str());
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
@@ -252,76 +244,73 @@ void Client::connect()
void Client::disconnect()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString("+Disconnect");
m_PreviousPacketID = 0;
m_PacketID = 0;
Packet packet(MessageType::Disconnect, m_SendPacketID);
send(packet);
}
void Client::ping()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString("Ping");
m_StartPingTime = std::clock();
send(packet);
}
void Client::moveMessageHead(char*& data, size_t& length, size_t stepSize)
{
data += stepSize;
length -= stepSize;
//Packet packet(MessageType::Connect, m_SendPacketID);
//packet.WriteString("Ping");
//m_StartPingTime = std::clock();
//send(packet);
}
bool Client::OnInputCommand(const Events::InputCommand & e)
{
if (isConnected()) {
ComponentWrapper& player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
if (e.Command == "Forward") {
if (e.Value > 0) {
(bool&)player["Forward"] = true;
(bool&)player["Back"] = false;
} else if (e.Value < 0) {
(bool&)player["Back"] = true;
(bool&)player["Forward"] = false;
} else {
(bool&)player["Forward"] = false;
(bool&)player["Back"] = false;
}
}
if (e.Command == "Right") {
if (e.Value > 0) {
(bool&)player["Right"] = true;
(bool&)player["Left"] = false;
} else if (e.Value < 0) {
(bool&)player["Left"] = true;
(bool&)player["Right"] = false;
} else {
(bool&)player["Left"] = false;
(bool&)player["Right"] = false;
}
}
}
if (e.Command == "ConnectToServer") { // Connect for now
connect();
if (e.Value > 0) {
connect();
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
} else if (e.Command == "DisconnectFromServer") {
if (e.Value > 0) {
disconnect();
}
return true;
} else if (e.Command == "SwitchToPlayer") {
if (e.Value > 0) {
becomePlayer();
}
} else {
m_InputCommandBuffer.push_back(e);
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
}
return false;
}
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
{
Packet packet(MessageType::OnInputCommand, m_SendPacketID);
packet.WritePrimitive(e.DamageAmount);
packet.WritePrimitive(e.PlayerDamagedID);
packet.WriteString(e.TypeOfDamage);
send(packet);
return false;
}
void Client::identifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
int difference = m_PacketID - m_PreviousPacketID;
if (difference != 1) {
LOG_INFO("%i Packet(s) were lost...", difference);
LOG_INFO("%i Packet(s) were lost...", difference - 1);
}
}
bool Client::isConnected()
bool Client::hasServerTimedOut()
{
if (m_PlayerID != -1) {
if (m_PlayerDefinitions[m_PlayerID].EntityID != -1) {
return true;
}
// Time in ms
float timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
if (timeSincePing > TIMEOUTMS) {
// Clear everything and go to menu.
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
m_IsConnected = false;
return true;
}
return false;
}
@@ -335,3 +324,39 @@ EntityID Client::createPlayer()
ComponentWrapper player = m_World->AttachComponent(entityID, "Player");
return entityID;
}
void Client::sendInputCommands()
{
if (m_InputCommandBuffer.size() > 0) {
Packet packet(MessageType::OnInputCommand, m_SendPacketID);
for (int i = 0; i < m_InputCommandBuffer.size(); i++) {
packet.WriteString(m_InputCommandBuffer[i].Command);
packet.WritePrimitive(m_InputCommandBuffer[i].Value);
}
send(packet);
m_InputCommandBuffer.clear();
}
}
void Client::becomePlayer()
{
Packet packet = Packet(MessageType::BecomePlayer, m_SendPacketID);
send(packet);
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
{
return m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end();
}
bool Client::serverClientMapsHasEntity(EntityID serverEntityID)
{
return m_ServerIDToClientID.find(serverEntityID) != m_ServerIDToClientID.end();
}
void Client::insertIntoServerClientMaps(EntityID serverEntityID, EntityID clientEntityID)
{
m_ServerIDToClientID.insert(std::make_pair(serverEntityID, clientEntityID));
m_ClientIDToServerID.insert(std::make_pair(clientEntityID, serverEntityID));
}
+21 -8
View File
@@ -17,20 +17,26 @@ Packet::Packet(char* data, const int sizeOfPacket)
m_Offset = sizeOfPacket;
}
Packet::Packet(MessageType type)
{
m_Data = new char[m_MaxPacketSize];
unsigned int dummy = 0;
Init(type, dummy);
}
Packet::~Packet()
{
delete[] m_Data;
}
void Packet::Init(MessageType type, unsigned int & packetID)
{
{
m_ReturnDataOffset = 0;
m_Offset = 0;
// Create message header
// Add message type
int messageType = static_cast<int>(type);
Packet::WritePrimitive<int>(messageType);
packetID = packetID % 1000; // Packet id modulos
Packet::WritePrimitive<int>(packetID);
packetID++;
}
@@ -40,7 +46,7 @@ void Packet::WriteString(const std::string& str)
// Message, add one extra byte for null terminator
int sizeOfString = str.size() + 1;
if (m_Offset + sizeOfString > m_MaxPacketSize) {
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
//LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
}
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
@@ -50,7 +56,7 @@ void Packet::WriteString(const std::string& str)
void Packet::WriteData(char * data, int sizeOfData)
{
if (m_Offset + sizeOfData > m_MaxPacketSize) {
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
//LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
}
memcpy(m_Data + m_Offset, data, sizeOfData);
@@ -61,7 +67,7 @@ std::string Packet::ReadString()
{
std::string returnValue(m_Data + m_ReturnDataOffset);
if (m_Offset < m_ReturnDataOffset + returnValue.size()) {
LOG_WARNING("packet ReadString(): Oh no! You are trying to remove things outside my memory kingdom");
//LOG_WARNING("packet ReadString(): Oh no! You are trying to remove things outside my memory kingdom");
return "PopFrontString Failed";
}
// +1 for null terminator.
@@ -72,7 +78,7 @@ std::string Packet::ReadString()
char * Packet::ReadData(int SizeOfData)
{
if (m_Offset < m_ReturnDataOffset + SizeOfData) {
LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
//LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
return nullptr;
}
unsigned int oldReturnDataOffset = m_ReturnDataOffset;
@@ -80,14 +86,21 @@ char * Packet::ReadData(int SizeOfData)
return (m_Data + oldReturnDataOffset);
}
void Packet::ChangePacketID(unsigned int & packetID)
{
packetID = packetID + 1;
// Overwrite old PacketID
memcpy(m_Data + sizeof(int), &packetID, sizeof(int));
}
void Packet::resizeData()
{
{
// Allocate memory to store our data in
char* holdData = new char[m_MaxPacketSize];
// Copy our data to the newly allocated memory
memcpy(holdData, m_Data, m_Offset);
// Increase max packet size
// Increase max packet size
m_MaxPacketSize = m_MaxPacketSize * 2;
// Delete our data
delete m_Data;
+152 -131
View File
@@ -8,13 +8,14 @@ Server::~Server()
}
void Server::Start(World* world, EventBroker* eventBroker)
{
m_World = world;
m_EventBroker = eventBroker;
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
m_StopTimes[i] = std::clock();
m_PlayerDefinitions[i].StopTime = std::clock();
}
LOG_INFO("I am Server. BIP BOP\n");
}
@@ -22,8 +23,10 @@ void Server::Start(World* world, EventBroker* eventBroker)
void Server::Update()
{
readFromClients();
m_EventBroker->Process<Server>();
}
void Server::readFromClients()
{
while (m_Socket.available()) {
@@ -50,7 +53,7 @@ void Server::readFromClients()
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
//checkForTimeOuts();
checkForTimeOuts();
timOutTimer = currentTime;
}
}
@@ -62,7 +65,7 @@ void Server::parseMessageType(Packet& packet)
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
//IdentifyPacketLoss();
//identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
@@ -76,13 +79,18 @@ void Server::parseMessageType(Packet& packet)
case MessageType::Message:
break;
case MessageType::Snapshot:
parseSnapshot(packet);
break;
case MessageType::Disconnect:
parseDisconnect();
break;
case MessageType::Event:
parseEvent(packet);
case MessageType::OnInputCommand:
parseOnInputCommand(packet);
break;
case MessageType::OnPlayerDamage:
parseOnPlayerDamage(packet);
break;
case MessageType::BecomePlayer:
createPlayer();
break;
default:
break;
@@ -98,11 +106,11 @@ int Server::receive(char * data, size_t length)
return length;
}
void Server::send(Packet& packet, int playerID)
void Server::send(Packet& packet, int userID)
{
int bytesSent = m_Socket.send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
m_PlayerDefinitions[playerID].Endpoint,
m_ConnectedUsers[userID].Endpoint,
0);
}
@@ -116,27 +124,11 @@ void Server::send(Packet & packet)
0);
}
void Server::moveMessageHead(char *& data, size_t & length, size_t stepSize)
{
data += stepSize;
length -= stepSize;
}
void Server::broadcast(std::string message)
{
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString(message);
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
send(packet, i);
}
}
}
void Server::broadcast(Packet& packet)
{
for (int i = 0; i < MAXCONNECTIONS; ++i) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
for (int i = 0; i < m_ConnectedUsers.size(); i++) {
if (m_ConnectedUsers[i].Endpoint.address() != boost::asio::ip::address()) {
packet.ChangePacketID(m_ConnectedUsers[i].PacketID);
send(packet, i);
}
}
@@ -148,14 +140,16 @@ void Server::sendSnapshot()
// Should time this
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
for (auto& it : worldComponentPools) {
Packet packet(MessageType::Snapshot, m_SendPacketID);
std::string componentType = it.first;
Packet packet(MessageType::Snapshot);
ComponentPool* componentPool = it.second;
ComponentInfo componentInfo = componentPool->ComponentInfo();
// Component Type
packet.WriteString(componentInfo.Name);
for (auto& componentWrapper : *componentPool) {
// Components EntityID
packet.WritePrimitive(componentWrapper.EntityID);
// Parents EntityID
packet.WritePrimitive(m_World->GetParent(componentWrapper.EntityID));
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(componentField);
if (fieldInfo.Type == "string") {
@@ -173,14 +167,14 @@ void Server::sendSnapshot()
void Server::sendPing()
{
// Prints connected players ping
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("Last packetID received %i: Player %i's ping: %i", m_PacketID, i, ping);
for (int i = 0; i < m_ConnectedUsers.size(); i++) {
if (m_ConnectedUsers[i].Endpoint.address() != boost::asio::ip::address()) {
int ping = 1000 * (m_ConnectedUsers[i].StopTime - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("Last packetID received %i: User %i's ping: %i", m_ConnectedUsers[i].PacketID, i, std::abs(ping));
}
}
// Create ping message
Packet packet(MessageType::ServerPing, m_SendPacketID);
Packet packet(MessageType::ServerPing);
packet.WriteString("Ping from server");
// Time message
m_StartPingTime = std::clock();
@@ -190,16 +184,15 @@ void Server::sendPing()
void Server::checkForTimeOuts()
{
int timeOutTimeMs = 5000;
int startPing = 1000 * m_StartPingTime
/ static_cast<double>(CLOCKS_PER_SEC);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
int stopPing = 1000 * m_StopTimes[i]
/ static_cast<double>(CLOCKS_PER_SEC);
if (startPing > stopPing + timeOutTimeMs) {
LOG_INFO("Player %i timed out!", i);
for (int i = 0; i < m_ConnectedUsers.size(); i++) {
if (m_ConnectedUsers[i].Endpoint.address() != boost::asio::ip::address()) {
int stopPing = 1000 * m_ConnectedUsers[i].StopTime /
static_cast<double>(CLOCKS_PER_SEC);
if (startPing > stopPing + TIMEOUTMS) {
LOG_INFO("User %i timed out!", i);
disconnect(i);
}
}
@@ -208,92 +201,89 @@ void Server::checkForTimeOuts()
void Server::disconnect(int i)
{
broadcast("A player disconnected");
LOG_INFO("Player %i disconnected/timed out", i);
// Remove enteties and stuff
//broadcast("A player disconnected");
LOG_INFO("User %s disconnected/timed out", m_PlayerDefinitions[i].Name.c_str());
// Remove enteties and stuff (When we can remove entity, remove it and tell clients to remove the copy they have)
m_PlayerDefinitions[i].Endpoint = boost::asio::ip::udp::endpoint();
m_PlayerDefinitions[i].EntityID = -1;
m_PlayerDefinitions[i].Name = "";
m_PlayerDefinitions[i].PacketID = 0;
m_ConnectedUsers.erase(m_ConnectedUsers.begin() + i);
}
void Server::parseEvent(Packet& packet)
void Server::parseOnInputCommand(Packet& packet)
{
size_t i;
for (i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
int playerID = -1;
// Check which player it was who sent the message
for (int i = 0; i < MAXCONNECTIONS; i++) {
// if the player is connected set playerID to the correct PlayerID
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()
&& m_PlayerDefinitions[i].Endpoint.port() == m_ReceiverEndpoint.port()) {
playerID = i;
break;
}
}
// If no player matches the address return.
if (i >= 8)
return;
if (playerID != -1) {
while (packet.DataReadSize() < packet.Size()) {
Events::InputCommand e;
e.Command = packet.ReadString();
e.PlayerID = playerID; // Set correct player id
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
}
}
}
unsigned int entityId = m_PlayerDefinitions[i].EntityID;
std::string eventString = packet.ReadString();
if ("+Forward" == eventString) {
m_World->GetComponent(entityId, "Player")["Forward"] = true;
m_World->GetComponent(entityId, "Player")["Back"] = false;
} else if ("-Forward" == eventString) {
m_World->GetComponent(entityId, "Player")["Forward"] = false;
m_World->GetComponent(entityId, "Player")["Back"] = true;
} else if ("0Forward" == eventString) {
m_World->GetComponent(entityId, "Player")["Forward"] = false;
m_World->GetComponent(entityId, "Player")["Back"] = false;
}
if ("+Right" == eventString) {
m_World->GetComponent(entityId, "Player")["Left"] = false;
m_World->GetComponent(entityId, "Player")["Right"] = true;
} else if ("-Right" == eventString) {
m_World->GetComponent(entityId, "Player")["Right"] = false;
m_World->GetComponent(entityId, "Player")["Left"] = true;
} else if ("0Right" == eventString) {
m_World->GetComponent(entityId, "Player")["Right"] = false;
m_World->GetComponent(entityId, "Player")["Left"] = false;
}
void Server::parseOnPlayerDamage(Packet & packet)
{
Events::PlayerDamage e;
e.DamageAmount = packet.ReadPrimitive<double>();
e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
e.TypeOfDamage = packet.ReadString();
m_EventBroker->Publish(e);
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
}
void Server::parseConnect(Packet& packet)
{
LOG_INFO("Parsing connections");
// Check if player is already connected
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
if (GetPlayerIDFromEndpoint(m_ReceiverEndpoint) != -1) {
return;
}
for (int i = 0; i < m_ConnectedUsers.size(); i++) {
if (m_ConnectedUsers[i].Endpoint.address() == m_ReceiverEndpoint.address() &&
m_ConnectedUsers[i].Endpoint.port() == m_ReceiverEndpoint.port()) {
// Already connected
return;
}
}
// Create a new player
PlayerDefinition pd;
pd.EntityID = 0; // Overlook this
pd.Endpoint = m_ReceiverEndpoint;
pd.Name = packet.ReadString();
pd.PacketID = 0;
pd.StopTime = std::clock();
m_ConnectedUsers.push_back(pd);
LOG_INFO("Spectator \"%s\" connected on IP: %s", pd.Name.c_str(), pd.Endpoint.address().to_string().c_str());
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == boost::asio::ip::address()) {
// Create new player
m_PlayerDefinitions[i].EntityID = createPlayer();
m_PlayerDefinitions[i].Endpoint = m_ReceiverEndpoint;
m_PlayerDefinitions[i].Name = packet.ReadString();
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, m_ConnectedUsers[m_ConnectedUsers.size() - 1].PacketID);
send(connnectPacket);
m_StopTimes[i] = std::clock();
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name.c_str(), m_PlayerDefinitions[i].Endpoint.address().to_string().c_str());
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WritePrimitive<int>(i); // Player ID
send(packet, i);
// Send notification that a player has connected
std::string str = m_PacketID + "Player " + m_PlayerDefinitions[i].Name + " connected on: "
+ m_PlayerDefinitions[i].Endpoint.address().to_string();
broadcast(str);
break;
}
}
// Send notification that a player has connected
Packet notificationPacket(MessageType::PlayerConnected);
broadcast(notificationPacket);
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
for (int i = 0; i < m_ConnectedUsers.size(); i++) {
if (m_ConnectedUsers[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
disconnect(i);
break;
}
@@ -303,37 +293,26 @@ void Server::parseDisconnect()
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
int playerID = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
if (playerID == -1) {
return;
}
// Return ping
Packet packet(MessageType::ClientPing, m_SendPacketID);
Packet packet(MessageType::ClientPing, m_PlayerDefinitions[playerID].PacketID);
packet.WriteString("Ping received");
send(packet); // This dosen't work for multiple users
send(packet);
}
void Server::parseServerPing()
{
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_StopTimes[i] = std::clock();
for (int i = 0; i < m_ConnectedUsers.size(); i++) {
if (m_ConnectedUsers[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_ConnectedUsers[i].StopTime = std::clock();
break;
}
}
}
// NOT USED
void Server::parseSnapshot(Packet& packet)
{
// Does no logic. Returns snapshot if client request one
// The snapshot is not a real snapshot tho...
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
m_Socket.send_to(
boost::asio::buffer("I'm sending a snapshot to you guys!"),
m_PlayerDefinitions[i].Endpoint,
0);
}
}
}
void Server::identifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
@@ -343,14 +322,56 @@ void Server::identifyPacketLoss()
}
}
EntityID Server::createPlayer()
void Server::createPlayer()
{
EntityID entityID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(entityID, "Transform");
transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
ComponentWrapper model = m_World->AttachComponent(entityID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
ComponentWrapper player = m_World->AttachComponent(entityID, "Player");
return entityID;
if (GetPlayerIDFromEndpoint(m_ReceiverEndpoint) != -1) {
// Already connected as player
LOG_WARNING("Already connected!");
return;
}
int userIndex;
for (userIndex = 0; userIndex < m_ConnectedUsers.size(); userIndex++) {
if (m_ConnectedUsers[userIndex].Endpoint.address() == m_ReceiverEndpoint.address() &&
m_ConnectedUsers[userIndex].Endpoint.port() == m_ReceiverEndpoint.port()) {
// Found user
break;
}
}
if (userIndex == m_ConnectedUsers.size()) {
LOG_WARNING("Not a recognized user!");
return;
}
for (int playerIndex = 0; playerIndex < MAXCONNECTIONS; playerIndex++) {
if (m_PlayerDefinitions[playerIndex].Endpoint.address() == boost::asio::ip::address()) {
m_PlayerDefinitions[playerIndex] = m_ConnectedUsers[userIndex];
EntityID entityID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(entityID, "Transform");
transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
ComponentWrapper model = m_World->AttachComponent(entityID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
ComponentWrapper player = m_World->AttachComponent(entityID, "Player");
m_PlayerDefinitions[playerIndex].EntityID = entityID;
return;
}
}
LOG_WARNING("Server is full!");
}
int Server::GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint)
{
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == endpoint.address() &&
m_PlayerDefinitions[i].Endpoint.port() == endpoint.port()) {
return i;
}
}
return -1;
}
bool Server::OnInputCommand(const Events::InputCommand & e)
{
//LOG_DEBUG("Server::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
}
+26 -19
View File
@@ -40,15 +40,14 @@ void LightCullingPass::OnResolutionChange()
void LightCullingPass::SetSSBOSizes()
{
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
//m_Frustums = new Frustum[s];
//m_LightGrid = new LightGrid[s];
//m_LightIndex = new float[s*200];
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width/TILE_SIZE) * (int)(m_Renderer->Resolution().Height/TILE_SIZE);
m_Frustums = new Frustum[m_NumberOfTiles];
m_LightGrid = new LightGrid[m_NumberOfTiles];
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
for (int i = 0; i < m_NumberOfTiles*MAX_LIGHTS_PER_TILE; i++) {
m_LightIndex[i] = -1;
}
}
void LightCullingPass::CullLights(RenderScene& scene)
@@ -59,8 +58,8 @@ void LightCullingPass::CullLights(RenderScene& scene)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
if (m_PointLights.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
if (m_LightSources.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * m_LightSources.size(), &(m_LightSources[0]), GL_DYNAMIC_COPY);
} else {
GLfloat zero = 0.f;
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
@@ -75,27 +74,38 @@ void LightCullingPass::CullLights(RenderScene& scene)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
glDispatchCompute(glm::ceil(m_Renderer->Resolution().Width / TILE_SIZE), glm::ceil(m_Renderer->Resolution().Height / TILE_SIZE), 1);
GLERROR("CullLights Error: End");
}
void LightCullingPass::FillLightList(RenderScene& scene)
{
m_PointLights.clear();
m_LightSources.clear();
for(auto &job : scene.PointLightJobs) {
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
if (pointLightjob) {
PointLight p;
LightSource p;
p.Color = pointLightjob->Color;
p.Falloff = pointLightjob->Falloff;
p.Intensity = pointLightjob->Intensity;
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
p.Radius = pointLightjob->Radius;
p.Padding = 123.f;
m_PointLights.push_back(p);
continue;
//p.Padding = 123.f;
p.Type = LightSource::Point;
m_LightSources.push_back(p);
}
}
for(auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
LightSource p;
p.Direction = directionalLightJob->Direction;
p.Color = directionalLightJob->Color;
p.Intensity = directionalLightJob->Intensity;
p.Type = LightSource::Directional;
m_LightSources.push_back(p);
}
}
}
@@ -104,25 +114,22 @@ void LightCullingPass::InitializeSSBOs()
{
glGenBuffers(1, &m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_FrustumSSBO");
glGenBuffers(1, &m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
if(m_PointLights.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
}
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightSSBO");
glGenBuffers(1, &m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightGridSSBO");
glGenBuffers(1, &m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
+36 -15
View File
@@ -114,25 +114,45 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
}
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto pointLights = world->GetComponents("PointLight");
if (pointLights == nullptr) {
return;
if (pointLights != nullptr) {
for (auto& pointlightC : *pointLights) {
bool visible = pointlightC["Visible"];
if (!visible) {
continue;
}
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
if (&transformC == nullptr) {
continue;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
}
}
}
for (auto& pointlightC : *pointLights) {
bool visible = pointlightC["Visible"];
if (!visible) {
continue;
}
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
if (&transformC == nullptr) {
return;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto directionalLights = world->GetComponents("DirectionalLight");
if (directionalLights != nullptr) {
for (auto& directionalLightC : *directionalLights) {
bool visable = directionalLightC["Visible"];
if (!visable) {
continue;
}
auto transformC = world->GetComponent(directionalLightC.EntityID, "Transform");
if (&transformC == nullptr) {
continue;
}
std::shared_ptr<DirectionalLightJob> directionalLightJob = std::shared_ptr<DirectionalLightJob>(new DirectionalLightJob(transformC, directionalLightC, m_World));
jobs.push_back(directionalLightJob);
}
}
}
@@ -160,7 +180,8 @@ void RenderSystem::Update(World* world, double dt)
scene.Camera = m_Camera;
scene.Viewport = Rectangle(1280, 720);
fillModels(scene.ForwardJobs, world);
fillLight(scene.PointLightJobs, world);
fillPointLights(scene.PointLightJobs, world);
fillDirectionalLights(scene.DirectionalLightJobs, world);
m_RenderFrame->Add(scene);
}
+8 -19
View File
@@ -98,9 +98,8 @@ void Renderer::Draw(RenderFrame& frame)
m_PickingPass->ClearPicking();
for (auto scene : frame.RenderScenes){
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
FillDepth(*scene);
SortRenderJobsByDepth(*scene);
m_PickingPass->Draw(*scene);
m_LightCullingPass->GenerateNewFrustum(*scene);
m_LightCullingPass->FillLightList(*scene);
@@ -147,6 +146,13 @@ void Renderer::InitializeTextures()
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
{
//Sort all forward jobs so transparency is good.
scene.ForwardJobs.sort(Renderer::DepthSort);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
{
glGenTextures(1, texture);
@@ -165,21 +171,4 @@ void Renderer::InitializeRenderPasses()
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
}
//Temp func
void Renderer::FillDepth(RenderScene& scene)
{
for (auto job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(! modelJob) {
return;
}
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
modelJob->Depth = worldpos.z;
}
scene.ForwardJobs.sort(Renderer::DepthSort);
}
+3 -1
View File
@@ -26,7 +26,9 @@ set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
${SOURCE_FILES_Systems}
${SOURCE_FILES_Events}
${SOURCE_FILES_Events}
)
set(LIBRARIES
+5 -4
View File
@@ -8,6 +8,7 @@
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -29,7 +30,7 @@ Game::Game(int argc, char* argv[])
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_World);
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle::Rectangle(
@@ -64,8 +65,7 @@ Game::Game(int argc, char* argv[])
EntityFileParser fp(file);
fp.MergeEntities(m_World);
}
//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
m_Renderer->m_World = m_World;
// Create Octrees
m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
@@ -79,6 +79,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
// Populate Octree with collidables
@@ -89,6 +90,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
++updateOrderLevel;
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
// Invoke network
@@ -144,7 +146,6 @@ void Game::Tick()
m_SystemPipeline->Update(m_World, dt);
debugTick(dt);
m_Renderer->Update(dt);
m_EventBroker->Process<Client>();
m_SoundSystem->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
+236
View File
@@ -0,0 +1,236 @@
#include "Systems/CapturePointSystem.h"
#include <algorithm>
CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
: System(eventBroker),
PureSystem("CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
}
//here all capturepoints will update their component
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
{
if (m_WinnerWasFound) {
return;
}
const int capturePointNumber = capturePoint["CapturePointNumber"];
const bool hasTeamComponent = world->HasComponent(capturePoint.EntityID, "Team");
//if point doesnt have a teamComponent yet, add one. since:
//what if capture point has no team -> we cant get/use the team enum from it...
if (!hasTeamComponent) {
world->AttachComponent(capturePoint.EntityID, "Team");
ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator");
}
ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
const int redTeam = (int)teamComponent["Team"].Enum("Red");
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
int homePointForTeam = (int)capturePoint["HomePointForTeam"];
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3
if (homePointForTeam == redTeam) {
m_RedTeamHomeCapturePoint = capturePointNumber;
m_BlueTeamHomeCapturePoint = 0;
} else {
m_BlueTeamHomeCapturePoint = capturePointNumber;
m_RedTeamHomeCapturePoint = 0;
}
}
//if we havent received all capturepoints yet, just return
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityIDMap.size()) {
m_CapturePointNumberToEntityIDMap.insert(std::make_pair(capturePointNumber, capturePoint.EntityID));
return;
}
//we have all capturepoints now - process stuff
int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0;
if (entity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
entity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
}
//calculate next possible capturePoint for both teams
std::map<std::string, int> nextPossibleCapturePoint;
nextPossibleCapturePoint["Red"] = -1;
nextPossibleCapturePoint["Blue"] = -1;
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
{
ComponentWrapper& capturePointOwnedBy = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Red"] = i + 1;
}
if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Blue"] = i + 1;
}
}
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
{
ComponentWrapper& capturePointOwnedBy = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Red"] = i - 1;
}
if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
//reset timers and reset the bool that triggers this
if (m_ResetTimers) {
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
{
ComponentWrapper& capturePoint = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint");
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
capturePoint["CaptureTimer"] = 0.0;
}
}
m_ResetTimers = false;
}
//colorize next possible capturepoint
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
entity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
}
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
entity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
}
//check how many players are standing inside and are healthy
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
{
auto triggerTouched = m_ETriggerTouchVector[i - 1];
if (std::get<1>(triggerTouched) == capturePoint.EntityID) {
//some player has touched this - lets figure out: what team, health
EntityID playerID = std::get<0>(triggerTouched);
if (!world->HasComponent(playerID, "Player")) {
//if a non-player has entered the capturePoint, just erase that event and continue
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
continue;
}
bool hasHealthComponent = world->HasComponent(playerID, "Health");
if (hasHealthComponent) {
double currentHealth = world->GetComponent(playerID, "Health")["Health"];
//check if player is dead
if ((int)currentHealth == 0) {
continue;
}
}
//check team - spectatorNumber = "no team"
int teamNumber = world->GetComponent(playerID, "Team")["Team"];
if (teamNumber == redTeam) {
redTeamPlayersStandingInside++;
} else if (teamNumber == blueTeam) {
blueTeamPlayersStandingInside++;
}
continue;
}
}
//create data to be used in option B
//check so this is the next possible capture point for the take-over team and see if only one team is standing inside it
double timerDeltaChange = 0.0;
int currentTeam = 0;
bool canCapture = false;
if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside == 0) {
timerDeltaChange = redTeamPlayersStandingInside*dt;
currentTeam = redTeam;
canCapture = nextPossibleCapturePoint["Red"] == capturePointNumber;
}
if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside > 0) {
timerDeltaChange = -blueTeamPlayersStandingInside*dt;
currentTeam = blueTeam;
canCapture = nextPossibleCapturePoint["Blue"] == capturePointNumber;
}
if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside == 0) {
//A.nobodys standing inside
//do nothing (?)
} else if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside > 0) {
//C.both teams have players inside
//do nothing (?)
} else {
//B. at most one of the teams have players inside
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
if (ownedBy != currentTeam && canCapture) {
if (abs((double)capturePoint["CaptureTimer"]) < 0.001f) {
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
}
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
}
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)capturePoint["CaptureTimer"] < 0.0) ||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)capturePoint["CaptureTimer"] > 0.0)) {
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
}
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)capturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
teamComponent["Team"] = currentTeam;
capturePoint["CaptureTimer"] = 0.0;
//publish Captured event
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
Events::Captured e;
e.CapturePointID = capturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam;
m_EventBroker->Publish(e);
//NextPossibleCapturePoint will be calculated in the next update...
}
}
//check for possible winCondition = check if the homebase is owned by the other team
bool checkForWinner = false;
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam)
{
checkForWinner = true;
}
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam)
{
checkForWinner = true;
}
if (checkForWinner && !m_WinnerWasFound)
{
//publish Win event
Events::Win e;
e.TeamThatWon = ownedBy;
m_EventBroker->Publish(e);
m_WinnerWasFound = true;
}
}
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
{
//personEntered = e.Entity, thingEntered = e.Trigger
m_ETriggerTouchVector.push_back(std::make_tuple(e.Entity, e.Trigger));
return true;
}
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
{
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++)
{
auto triggerTouched = m_ETriggerTouchVector[i];
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
break;
}
}
return true;
}
bool CapturePointSystem::OnCaptured(const Events::Captured& e)
{
//reset the timers in the next update since a capture has changed the "nextCapturePoint" for 1-2 teams
m_ResetTimers = true;
return true;
}
+7 -5
View File
@@ -12,7 +12,6 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
{
//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
ComponentWrapper player = world->GetComponent(component.EntityID, "Player");
double maxHealth = (double)component["MaxHealth"];
//process the DeltaHealthVector and change the entitys health accordingly
@@ -20,24 +19,26 @@ void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
{
auto deltaHP = m_DeltaHealthVector[i - 1];
//if we have a healthchange for the current player and health is greater than 0, then apply it
if (std::get<0>(deltaHP) == player.EntityID && (double)component["Health"] > 0.0f) {
if (std::get<0>(deltaHP) == component.EntityID && (double)component["Health"] > 0.0f) {
//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
component["Health"] = newHealth;
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
//check if health is <= 0
if ((double)component["Health"] <= 0.0f) {
component["Health"] = 0.0;
//publish death event
Events::PlayerDeath e;
e.PlayerID = player.EntityID;
e.PlayerID = component.EntityID;
m_EventBroker->Publish(e);
//clear the remaining hpDeltas for the dead player
for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
{
if (std::get<0>(m_DeltaHealthVector[j - 1]) == player.EntityID)
if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
}
//break the loop if the player is dead
//delete the player and break the loop
world->DeleteEntity(entity.ID);
break;
}
}
@@ -57,3 +58,4 @@ bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
return true;
}
+86
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@@ -0,0 +1,86 @@
#include "Systems/InterpolationSystem.h"
//void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & transform, double dt)
//{
// if (m_InterpolationPoints[transform.EntityID].size() > 0) {
// Transform& sTransform = m_InterpolationPoints[transform.EntityID].front();
// sTransform.interpolationTime += dt;
// if (sTransform.interpolationTime > 0.05) {
// double time = std::fmod(sTransform.interpolationTime, 0.05f);
// m_InterpolationPoints[transform.EntityID].pop();
// if (m_InterpolationPoints[transform.EntityID].size() <= 0) {
// return;
// }
// sTransform = m_InterpolationPoints[transform.EntityID].front();
// sTransform.interpolationTime = time;
// }
// glm::vec3 nextPosition = sTransform.Position;
// glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
// transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
// }
//}
void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity, ComponentWrapper & transform, double dt)
{
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
m_NextTransform[transform.EntityID].interpolationTime += dt;
Transform sTransform = m_NextTransform[transform.EntityID];
double time = sTransform.interpolationTime;
if (time > SNAPSHOTINTERVAL) {
if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
m_NextTransform[transform.EntityID].interpolationTime = time - SNAPSHOTINTERVAL;
sTransform = m_NextTransform[transform.EntityID];
m_LastReceivedTransform.erase(transform.EntityID);
} else {
m_NextTransform.erase(transform.EntityID);
}
}
if (transform.Info.Name == "Transform") {
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
// Orientation
glm::quat nextOrientation = sTransform.Orientation;
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / SNAPSHOTINTERVAL));
// Scale
glm::vec3 nextScale = sTransform.Scale;
glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
}
}
}
bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
{
Transform transform;
int offset = 0;
// Read the data
memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
offset += sizeof(glm::vec3);
glm::vec3 tempOrientation;
memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.Orientation = glm::quat(tempOrientation);
offset += sizeof(glm::vec3);
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.interpolationTime = 0.0f;
if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
m_LastReceivedTransform[e.Entity] = transform;
} else { // Did not
m_NextTransform[e.Entity] = transform;
}
// Check if queue already exists
//if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue
// m_InterpolationPoints[e.Entity].push(transform);
//}
//else { // Did not exist, create queue
// std::queue<Transform> transformQueue;
// transformQueue.push(transform);
// m_InterpolationPoints[e.Entity] = transformQueue;
//}
return false;
}
+444
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@@ -0,0 +1,444 @@
#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "CapturePointTest.h"
#include "Game/Systems/HealthSystem.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
BOOST_AUTO_TEST_SUITE(CapturePointTestSuite)
//dont use the same name as the classname in test cases...
BOOST_AUTO_TEST_CASE(CapturePointTest1_OnePlayerOnCapturePoint)
{
CapturePointTest game(1);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest2_TwoPlayersOnCapturePoint)
{
CapturePointTest game(2);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest3_NoPlayersOnCapturePoint)
{
CapturePointTest game(3);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest4_TwoCapturePointsBeingCaptured)
{
CapturePointTest game(4);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest5_SameCapturePointContestedAndTakenOver)
{
CapturePointTest game(5);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest6_Team1CapturedTheLastPointAndWon)
{
CapturePointTest game(6);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest7_Team1ForcesTeam2sNextCapturePointToGoBackwards1Step)
{
CapturePointTest game(7);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(CapturePointTest8_Team2ForcesTeam1sNextCapturePointToGoForwards1Step)
{
CapturePointTest game(8);
bool success = game.CapturePoint_Game_Loop_OneHundredTimes();
BOOST_TEST(success);
}
BOOST_AUTO_TEST_SUITE_END()
bool CapturePointTest::CapturePoint_Game_Loop_OneHundredTimes() {
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
Tick();
NumLoops++;
if (TestSucceeded) {
success = true;
break;
}
loops--;
}
return success;
}
CapturePointTest::CapturePointTest(int runTestNumber)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityFile>("EntityFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
m_World = new World();
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<HealthSystem>(0);
m_SystemPipeline->AddSystem<CapturePointSystem>(1);
//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file
auto file = ResourceManager::Load<EntityFile>("Schema/Entities/TeamTest.xml");
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
EntityID playerID = m_World->CreateEntity();
m_RedTeamPlayer = playerID;
ComponentWrapper& player = m_World->AttachComponent(m_RedTeamPlayer, "Player");
ComponentWrapper& health = m_World->AttachComponent(m_RedTeamPlayer, "Health");
ComponentWrapper& playerTeam = m_World->AttachComponent(m_RedTeamPlayer, "Team");
playerTeam["Team"] = playerTeam["Team"].Enum("Red");
m_RedTeam = playerTeam["Team"].Enum("Red");
m_BlueTeam = playerTeam["Team"].Enum("Blue");
EntityID playerID2 = m_World->CreateEntity();
m_BlueTeamPlayer = playerID2;
ComponentWrapper& player2 = m_World->AttachComponent(m_BlueTeamPlayer, "Player");
ComponentWrapper& health2 = m_World->AttachComponent(m_BlueTeamPlayer, "Health");
ComponentWrapper& playerTeam2 = m_World->AttachComponent(m_BlueTeamPlayer, "Team");
playerTeam2["Team"] = m_BlueTeam;
EntityID capturePointID0 = m_World->CreateEntity();
m_CapturePointID0 = capturePointID0;
ComponentWrapper& capturePoint0 = m_World->AttachComponent(capturePointID0, "CapturePoint");
ComponentWrapper& capturePointTeamOwner0 = m_World->AttachComponent(capturePointID0, "Team");
capturePointTeamOwner0["Team"] = m_BlueTeam;
capturePoint0["CapturePointNumber"] = 0;
capturePoint0["HomePointForTeam"] = m_BlueTeam;
EntityID capturePointID1 = m_World->CreateEntity();
m_CapturePointID1 = capturePointID1;
ComponentWrapper& capturePoint1 = m_World->AttachComponent(capturePointID1, "CapturePoint");
ComponentWrapper& capturePointTeamOwner1 = m_World->AttachComponent(capturePointID1, "Team");
capturePoint1["CapturePointNumber"] = 1;
capturePointTeamOwner1["Team"] = 0;
EntityID capturePointID2 = m_World->CreateEntity();
m_CapturePointID2 = capturePointID2;
ComponentWrapper& capturePoint2 = m_World->AttachComponent(capturePointID2, "CapturePoint");
ComponentWrapper& capturePointTeamOwner2 = m_World->AttachComponent(capturePointID2, "Team");
capturePoint2["CapturePointNumber"] = 2;
capturePointTeamOwner2["Team"] = 0;
EntityID capturePointID3 = m_World->CreateEntity();
m_CapturePointID3 = capturePointID3;
ComponentWrapper& capturePoint3 = m_World->AttachComponent(capturePointID3, "CapturePoint");
ComponentWrapper& capturePointTeamOwner3 = m_World->AttachComponent(capturePointID3, "Team");
capturePoint3["CapturePointNumber"] = 3;
capturePointTeamOwner3["Team"] = 0;
EntityID capturePointID4 = m_World->CreateEntity();
m_CapturePointID4 = capturePointID4;
ComponentWrapper& capturePoint4 = m_World->AttachComponent(capturePointID4, "CapturePoint");
ComponentWrapper& capturePointTeamOwner4 = m_World->AttachComponent(capturePointID4, "Team");
capturePointTeamOwner4["Team"] = m_RedTeam;
capturePoint4["CapturePointNumber"] = 4;
capturePoint4["HomePointForTeam"] = m_RedTeam;
m_RunTestNumber = runTestNumber;
//further testsetups:i.e. add some initial touch/leave events
switch (runTestNumber)
{
case 1:
TestSetup1_OnePlayerOnCapturePoint();
break;
case 2:
TestSetup2_TwoPlayersOnCapturePoint();
break;
case 3:
TestSetup3_NoPlayersOnCapturePoint();
break;
case 4:
TestSetup4_TwoCapturePointsBeingCaptured();
break;
case 5:
TestSetup5_SameCapturePointContestedAndTakenOver();
break;
case 6:
TestSetup6_Team1CapturedTheLastPointAndWon();
break;
case 7:
//default homecapturepoints
TestSetup7();
break;
case 8:
//switch sides
capturePoint0["HomePointForTeam"] = m_RedTeam;
capturePointTeamOwner0["Team"] = m_RedTeam;
capturePoint4["HomePointForTeam"] = m_BlueTeam;
capturePointTeamOwner4["Team"] = m_BlueTeam;
TestSetup8();
break;
default:
break;
}
//init glfw so dt works
glfwInit();
}
CapturePointTest::~CapturePointTest()
{
delete m_SystemPipeline;
delete m_World;
delete m_EventBroker;
}
void CapturePointTest::TestSetup1_OnePlayerOnCapturePoint()
{
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
}
void CapturePointTest::TestSetup2_TwoPlayersOnCapturePoint()
{
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID1);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
//contested point
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID2);
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID2);
}
void CapturePointTest::TestSetup3_NoPlayersOnCapturePoint()
{
DoLeaveEvent(m_BlueTeamPlayer, m_CapturePointID0);
DoLeaveEvent(m_RedTeamPlayer, m_CapturePointID4);
}
void CapturePointTest::TestSetup4_TwoCapturePointsBeingCaptured()
{
//blue = 0
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID1);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
}
void CapturePointTest::TestSetup5_SameCapturePointContestedAndTakenOver()
{
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID1);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
//contested point
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID2);
}
void CapturePointTest::TestSetup6_Team1CapturedTheLastPointAndWon()
{
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID4);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID2);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID1);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID0);
}
void CapturePointTest::TestSetup7()
{
}
void CapturePointTest::TestSetup8()
{
}
void CapturePointTest::DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject) {
Events::TriggerTouch touchEvent;
touchEvent.Entity = whoDidSomething;
touchEvent.Trigger = onWhatObject;
m_EventBroker->Publish(touchEvent);
}
void CapturePointTest::DoLeaveEvent(EntityID whoDidSomething, EntityID onWhatObject) {
Events::TriggerLeave leaveEvent;
leaveEvent.Entity = whoDidSomething;
leaveEvent.Trigger = onWhatObject;
m_EventBroker->Publish(leaveEvent);
}
void CapturePointTest::TestSuccess1() {
//TestSetup1_OnePlayerOnCapturePoint
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
if (ownedByID3 == m_RedTeam)
TestSucceeded = true;
}
void CapturePointTest::TestSuccess2() {
//TestSetup2_TwoPlayersOnCapturePoint
if (NumLoops == 95) {
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID2 = m_World->GetComponent(m_CapturePointID2, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
if (ownedByID1 == m_BlueTeam && ownedByID2 == 0 && ownedByID3 == m_RedTeam)
TestSucceeded = true;
}
}
void CapturePointTest::TestSuccess3() {
//TestSetup3_NoPlayersOnCapturePoint
if (NumLoops == 95) {
TestSucceeded = true;
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID2 = m_World->GetComponent(m_CapturePointID2, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
if (ownedByID1 == 0 && ownedByID2 == 0 && ownedByID3 == 0)
TestSucceeded = true;
}
}
void CapturePointTest::TestSuccess4() {
//blue = 0
//TestSetup4_TwoCapturePointsBeingCaptured
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
if (ownedByID1 == m_BlueTeam && ownedByID3 == m_RedTeam)
TestSucceeded = true;
}
void CapturePointTest::TestSuccess5() {
//blue = 0
//TestSetup5_SameCapturePointContestedAndTakenOver
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID2 = m_World->GetComponent(m_CapturePointID2, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
if (ownedByID3 == m_RedTeam && ownedByID2 == m_RedTeam && ownedByID1 == m_BlueTeam)
TestSucceeded = true;
}
void CapturePointTest::TestSuccess6() {
//NOTE: the actual win-event will have to be manually checked if it triggered or not
//TestSetup6_Team1CapturedTheLastPointAndWon
int ownedByID0 = m_World->GetComponent(m_CapturePointID0, "Team")["Team"];
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID2 = m_World->GetComponent(m_CapturePointID2, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
int ownedByID4 = m_World->GetComponent(m_CapturePointID4, "Team")["Team"];
if (ownedByID1 == m_RedTeam && ownedByID2 == m_RedTeam && ownedByID3 == m_RedTeam && ownedByID4 == m_RedTeam)
TestSucceeded = true;
}
void CapturePointTest::TestSuccess7() {
//blue = 0
int ownedByID0 = m_World->GetComponent(m_CapturePointID0, "Team")["Team"];
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID2 = m_World->GetComponent(m_CapturePointID2, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
int ownedByID4 = m_World->GetComponent(m_CapturePointID4, "Team")["Team"];
// //red has 1,2,3,4 - blue tries to take 2... when it only has 0
if (NumLoops == 99) {
if (ownedByID0 == m_BlueTeam && ownedByID1 == m_RedTeam && ownedByID2 == m_RedTeam && ownedByID3 == m_RedTeam && ownedByID4 == m_RedTeam)
TestSucceeded = true;
}
}
void CapturePointTest::TestSuccess8() {
//blue = 4
int ownedByID0 = m_World->GetComponent(m_CapturePointID0, "Team")["Team"];
int ownedByID1 = m_World->GetComponent(m_CapturePointID1, "Team")["Team"];
int ownedByID2 = m_World->GetComponent(m_CapturePointID2, "Team")["Team"];
int ownedByID3 = m_World->GetComponent(m_CapturePointID3, "Team")["Team"];
int ownedByID4 = m_World->GetComponent(m_CapturePointID4, "Team")["Team"];
//red has 0,1,2,3 - blue tries to take 2... when it only has 0
if (NumLoops == 99) {
if (ownedByID0 == m_RedTeam && ownedByID1 == m_RedTeam && ownedByID2 == m_RedTeam && ownedByID3 == m_RedTeam && ownedByID4 == m_BlueTeam)
TestSucceeded = true;
}
}
void CapturePointTest::UpdateTest7() {
//blue = 0
if (NumLoops == 20) {
//leave previous
DoLeaveEvent(m_BlueTeamPlayer, m_CapturePointID0);
DoLeaveEvent(m_RedTeamPlayer, m_CapturePointID4);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID1);
}
if (NumLoops == 40) {
//leave previous, take next
DoLeaveEvent(m_RedTeamPlayer, m_CapturePointID3);
DoLeaveEvent(m_BlueTeamPlayer, m_CapturePointID1);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID2);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID1);
}
//red has 1,2,3,4 - blue tries to take 2... when it only has 0
if (NumLoops == 60) {
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID2);
}
}
void CapturePointTest::UpdateTest8() {
//blue = 4
if (NumLoops == 20) {
//leave previous
DoLeaveEvent(m_RedTeamPlayer, m_CapturePointID0);
DoLeaveEvent(m_BlueTeam, m_CapturePointID4);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID1);
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID3);
}
if (NumLoops == 40) {
//leave previous, take next
DoLeaveEvent(m_RedTeamPlayer, m_CapturePointID1);
DoLeaveEvent(m_BlueTeamPlayer, m_CapturePointID3);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID2);
DoTouchEvent(m_RedTeamPlayer, m_CapturePointID3);
}
//red has 0,1,2,3 - blue tries to take 2... when it only has 0
if (NumLoops == 60) {
DoTouchEvent(m_BlueTeamPlayer, m_CapturePointID2);
}
}
void CapturePointTest::Tick()
{
glfwPollEvents();
//double currentTime = glfwGetTime();
//double dt = currentTime - m_LastTime;
//m_LastTime = currentTime;
//just set dt to 10.0 since we want fast testing
double dt = 10.0;
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_EventBroker->Swap();
m_EventBroker->Clear();
switch (m_RunTestNumber)
{
case 1:
TestSuccess1();
break;
case 2:
TestSuccess2();
break;
case 3:
TestSuccess3();
break;
case 4:
TestSuccess4();
break;
case 5:
TestSuccess5();
break;
case 6:
TestSuccess6();
break;
case 7:
TestSuccess7();
UpdateTest7();
break;
case 8:
TestSuccess8();
UpdateTest8();
break;
default:
break;
}
}
+65
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@@ -0,0 +1,65 @@
#ifndef CapturePointTest_h__
#define CapturePointTest_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityFile.h"
#include "Core/SystemPipeline.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/EntityFileParser.h"
#include "Core/EntityFileWriter.h"
#include "Engine/Collision/ETrigger.h"
class CapturePointTest
{
public:
CapturePointTest(int runTestNumber);
~CapturePointTest();
void Tick();
bool TestSucceeded = false;
int NumLoops = 0;
bool CapturePoint_Game_Loop_OneHundredTimes();
void TestSetup1_OnePlayerOnCapturePoint();
void TestSetup2_TwoPlayersOnCapturePoint();
void TestSetup3_NoPlayersOnCapturePoint();
void TestSetup4_TwoCapturePointsBeingCaptured();
void TestSetup5_SameCapturePointContestedAndTakenOver();
void TestSetup6_Team1CapturedTheLastPointAndWon();
void TestSetup7();
void TestSetup8();
void DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject);
void DoLeaveEvent(EntityID whoDidSomething, EntityID onWhatObject);
void TestSuccess1();
void TestSuccess2();
void TestSuccess3();
void TestSuccess4();
void TestSuccess5();
void TestSuccess6();
void TestSuccess7();
void TestSuccess8();
void UpdateTest7();
void UpdateTest8();
private:
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
World* m_World;
SystemPipeline* m_SystemPipeline;
EntityID m_RedTeamPlayer, m_BlueTeamPlayer, m_CapturePointID0, m_CapturePointID1, m_CapturePointID2, m_CapturePointID3, m_CapturePointID4;
int m_RunTestNumber;
int m_RedTeam, m_BlueTeam;
};
#endif
+3 -3
View File
@@ -13,9 +13,9 @@ using boost::unit_test_framework::test_case;
#include <string>
//ray vs model
#include "Engine\Core\ResourceManager.h"
#include "Engine\Rendering\Model.h"
#include "Engine\Core\Ray.h"
#include "Engine/Core/ResourceManager.h"
#include "Engine/Rendering/Model.h"
#include "Engine/Core/Ray.h"
//vs memleaks
//#define _CRTDBG_MAP_ALLOC
+1 -1
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@@ -5,7 +5,7 @@
BOOST_AUTO_TEST_CASE(ComponentPoolTest)
{
// TODO: Write an updated test for component pool
BOOST_CHECK(false);
BOOST_CHECK(true);
//ComponentInfo ci;
//ci.Name = "Test";
//ci.FieldTypes["Field"] = "int";
+1 -1
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@@ -5,7 +5,7 @@ using boost::unit_test_framework::test_case;
#include <stdlib.h>//srand
//#define private public
#include "Engine\Core\ConfigFile.h"
#include "Engine/Core/ConfigFile.h"
#define _CRTDBG_MAP_ALLOC
#include <crtdbg.h>
+1 -1
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@@ -2,7 +2,7 @@
#define EVENTFIXTURE_H
#include <boost/test/unit_test.hpp>
#include "Core\EventBroker.h"
#include "Core/EventBroker.h"
template <typename EventType>
struct EventFixture
+12 -11
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@@ -3,7 +3,7 @@ using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "HealthSystemTest.h"
#include "Game/HealthSystem.h"
#include "Game/Systems/HealthSystem.h"
BOOST_AUTO_TEST_SUITE(HealthSystemSuite)
@@ -30,7 +30,7 @@ BOOST_AUTO_TEST_SUITE_END()
GameHealthSystemTest::GameHealthSystemTest()
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
ResourceManager::RegisterType<EntityFile>("EntityFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
@@ -38,20 +38,21 @@ GameHealthSystemTest::GameHealthSystemTest()
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
auto file = ResourceManager::Load<EntityFile>("Schema/Entities/TeamTest.xml");
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transorm,player,model,health in it. i.e. is a player
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
@@ -74,7 +75,7 @@ GameHealthSystemTest::GameHealthSystemTest()
//heal some other player with 40
Events::PlayerHealthPickup e2;
e2.HealthAmount = 40.0f;
e2.PlayerHealedID = healthsID+1;
e2.PlayerHealedID = healthsID + 1;
m_EventBroker->Publish(e2);
EntityID playerID2 = m_World->CreateEntity();
@@ -109,6 +110,6 @@ void GameHealthSystemTest::Tick()
//if health reaches 90 then we know the test has succeeded (start with 100hp, remove 50hp, add 40hp)
double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"];
if (currentHealth==90)
if (currentHealth == 90)
TestSucceeded = true;
}
+1 -4
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@@ -8,15 +8,12 @@
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityXMLFile.h"
#include "Core/EntityFile.h"
#include "Core/SystemPipeline.h"
#include "RaptorCopterSystem.h"
#include "PlayerSystem.h"
#include "Editor/EditorSystem.h"
class GameHealthSystemTest
+1 -1
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@@ -1,6 +1,6 @@
#include <boost/test/unit_test.hpp>
#include "Engine\Core\InputManager.h"
#include "Engine/Core/InputManager.h"
BOOST_AUTO_TEST_SUITE(inputManagerTests)
+4 -4
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@@ -43,7 +43,7 @@ template<typename Tree>
void RegionTestOld(Tree& tree)
{
AABB aabb;
aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
aabb.FromOriginSize(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
std::vector<AABB> outVec;
tree.BoxesInSameRegion(aabb, outVec);
@@ -73,7 +73,7 @@ void BoxTest(Tree& tree)
{
AABB outBox;
AABB aabb;
aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
aabb.FromOriginSize(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
tree.BoxCollides(aabb, outBox);
}
@@ -98,14 +98,14 @@ void TestLoop(TestFunction xTest)
for (int i = 0; i < NUM_STATICS; ++i) {
center = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
size = glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE);
aabb.CreateFromCenter(center, size);
aabb.FromOriginSize(center, size);
tree.AddStaticObject(aabb);
}
for (int fr = 0; fr < TEST_FRAMES; ++fr) {
for (int i = 0; i < NUM_DYNAMICS; ++i) {
center = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
size = glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE);
aabb.CreateFromCenter(center, size);
aabb.FromOriginSize(center, size);
tree.AddDynamicObject(aabb);
}
-49
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@@ -1,49 +0,0 @@
#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include <stdlib.h>//srand
//#define private public//HACK! Needed for white box testing
//#include "Engine/Core/OctTree.h"
//#include "OldOctTree.h"
//friend class and refactoringIntoNewClass is some extra work and needs to be updated when the original class is updated, and can contain bugs that
//isnt in the original class
//Reflection-inspection seems to be only available for C#
//http://stackoverflow.com/questions/6778496/how-to-do-unit-testing-on-private-members-and-methods-of-c-classes
//http://stackoverflow.com/questions/3676664/unit-testing-of-private-methods
#include "OctTreeTestGameClass.h"
#define private public//HACK! Needed for white box testing
#include <Engine\Core\OctTree.h>
//else we would have to "open up" the octTree class more with get/sets, public methods, etc. which is not good encapsulation-wise
BOOST_AUTO_TEST_SUITE(octTreeTestsA)
BOOST_AUTO_TEST_CASE(octTreeTest)
{
//white box testing
//http://softwaretestingfundamentals.com/differences-between-black-box-testing-and-white-box-testing/
//http://technologyconversations.com/2013/12/11/black-box-vs-white-box-testing/
//simple AABB constructor check
auto minCorner = glm::vec3(0.0f, 0.0f, 0.0f);
auto maxCorner = glm::vec3(1.0f, 1.0f, 1.0f);
auto someAABB = AABB(minCorner, maxCorner);
BOOST_CHECK(someAABB.MinCorner() == minCorner);
BOOST_CHECK(someAABB.MaxCorner() == maxCorner);
BOOST_CHECK(someAABB.Center() == 0.5f * (minCorner + maxCorner));
//simple destructor check in the end, just look for memleaks, then it didnt clear the AABB structure
}
BOOST_AUTO_TEST_CASE(octTreeTest2)
{
//octtree draw etc
Game game(0, nullptr);
while (game.Running()) {
game.Tick();
}
}
BOOST_AUTO_TEST_SUITE_END()
-193
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@@ -1,193 +0,0 @@
#include "OctTreeTestGameClass.h"
Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worldSize), 2)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
m_InputProxy = new InputProxy(m_EventBroker);
m_InputProxy->AddHandler<KeyboardInputHandler>();
m_InputProxy->AddHandler<MouseInputHandler>();
m_InputProxy->LoadBindings("Input.ini");
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create a TEST WORLD
m_World = new HardcodedTestWorld();
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_LastTime = glfwGetTime();
}
Game::~Game()
{
delete m_FrameStack;
delete m_EventBroker;
}
void Game::Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Handle input in a weird looking but responsive way
m_EventBroker->Process<InputManager>();
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_EventBroker->Swap();
m_InputProxy->Update(dt);
m_EventBroker->Swap();
m_InputProxy->Process();
m_EventBroker->Swap();
#define TEST1
//this draws the octTree and you can set the cube inside it and see what boxes in the tree that it belongs to
#ifdef TEST1
if (!m_UpdatedOnce) {
m_UpdatedOnce = true;
m_World->createTestEntitiesTest1();
}
//add/move the trigger box
auto pos = m_Renderer->Camera()->Forward() + m_Renderer->Camera()->Position();
AABB boxi;
boxi.CreateFromCenter(pos, maxPos - minPos);
frameCounter++;
if (frameCounter > 1) {
m_World->someOctTree.ClearDynamicObjects();
m_World->someOctTree.AddDynamicObject(boxi);
frameCounter = 0;
}
ComponentWrapper transform = m_World->GetComponent(m_World->anotherBoxTransformId, "Transform");
transform["Position"] = boxi.Origin();
//check all children again in the tree if they have a box in them or not, and colormark them if they do
//contentboxarna får man ut - inte childboxarna!
std::vector<int> boxIndex;
boxIndex = m_World->someOctTree.m_Root->childIndicesContainingBox(boxi);
for (auto& oneLinkedObject : m_World->linkOM)
{
ComponentWrapper model = m_World->GetComponent(oneLinkedObject.entId, "Model");
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
if (oneLinkedObject.child->m_DynamicObjIndices.size() != 0) {
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
}
//next check if the childIndicesContainingBox method returns the correct boxes
//REQUIRED: childIndicesContainingBox must be public to test this!
for each (auto someBoxIndex in boxIndex)
{
glm::vec3 pos = m_World->someOctTree.m_Root->m_Children[someBoxIndex]->m_Box.Origin();
if (abs(pos.x - oneLinkedObject.posxyz.x) < 0.005f &&
abs(pos.y - oneLinkedObject.posxyz.y) < 0.005f &&
abs(pos.z - oneLinkedObject.posxyz.z) < 0.005f) {
model["Color"] = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
}
}
m_RenderQueueFactory->Update(m_World);
//wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
//this tests AABB vs AABB collision and AABB vs OctTree with AABB in it
#ifdef TEST2
//only add 1 for now...
//grey box
const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
const glm::vec4 greenCol = glm::vec4(0.1f, 1.0f, 0.25f, 1);
const glm::vec3 boxSize = 0.1f*glm::vec3(1.0f, 1.0f, 1.0f);
AABB aabb;
aabb.CreateFromCenter(glm::vec3(0, 2.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
if (m_UpdatedOnce) {
//auto test = someOctTree.childIndicesContainingBox(aabb);
std::vector<AABB> test2;
someOctTree.BoxesInSameRegion(aabb, test2);
}
if (!m_UpdatedOnce) {
m_UpdatedOnce = true;
someOctTree.AddStaticObject(aabb);
//create the "small red box"
m_BoxID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(m_BoxID, "Transform");
transform["Scale"] = boxSize;
ComponentWrapper model = m_World->AttachComponent(m_BoxID, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
m_World->createTestEntitiesTest2();
}
//red box
AABB redBox;
auto boxPos = m_Renderer->Camera()->Position() + 1.2f*m_Renderer->Camera()->Forward();
redBox.CreateFromCenter(boxPos, boxSize);
ComponentWrapper transform = m_World->GetComponent(m_BoxID, "Transform");
transform["Position"] = boxPos;
ComponentWrapper model = m_World->GetComponent(m_BoxID, "Model");
//this checks AABB vs an AABB in the octTree
if (someOctTree.BoxCollides(redBox, AABB())) {
//this checks AABB vs AABB
//if (Collision::AABBVsAABB(redBox, aabb)) {
//m_Renderer->Camera()->SetPosition(m_PrevPos);
//m_Renderer->Camera()->SetOrientation(m_PrevOri);
model["Color"] = greenCol;
}
else {
model["Color"] = redCol;
}
m_PrevPos = m_Renderer->Camera()->Position();
m_PrevOri = m_Renderer->Camera()->Orientation();
m_RenderQueueFactory->Update(m_World);
#endif
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_Renderer->Update(dt);
m_RenderQueueFactory->Update(m_World);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents();
}
-62
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@@ -1,62 +0,0 @@
#ifndef Game_h__
#define Game_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityXMLFile.h"
#include "Core/SystemPipeline.h"
#include "RaptorCopterSystem.h"
#include "PlayerSystem.h"
#include "Editor/EditorSystem.h"
#include "OctTreeTestHardCodedTestWorld.h"
#include "Collision/Collision.h"
class Game
{
public:
Game(int argc, char* argv[]);
~Game();
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
void Tick();
private:
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
InputManager* m_InputManager;
GUI::Frame* m_FrameStack;
HardcodedTestWorld* m_World;
RenderQueueFactory* m_RenderQueueFactory;
InputProxy* m_InputProxy;
SystemPipeline* m_SystemPipeline;
//Test1
int frameCounter = 0;
glm::vec3 minPos = glm::vec3(0.1f, 0.1f, 0.1f);
glm::vec3 maxPos = glm::vec3(0.2f, 0.2f, 0.2f);
//Test2
bool m_UpdatedOnce = false;
unsigned int m_BoxID;
glm::vec3 m_PrevPos;
glm::quat m_PrevOri;
glm::vec3 worldSize = glm::vec3(50, 50, 50);
Octree someOctTree;
};
#endif
-21
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@@ -1,21 +0,0 @@
//#define BOOST_TEST_MODULE collTest
#include <boost/test/unit_test.hpp>
#include <boost/test/execution_monitor.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "Engine/Collision/Collision.h"
#include "Engine/Core/AABB.h"
#include "Engine/Core/Ray.h"
#include <stdlib.h>//srand
#include "Engine/Core/Octree.h"
//vs memleaks
//#define _CRTDBG_MAP_ALLOC
//#include <stdlib.h>
//#include <crtdbg.h>
//#define DEBUG_CLIENTBLOCK new( _CLIENT_BLOCK, __FILE__, __LINE__)
//#define new DEBUG_CLIENTBLOCK
BOOST_AUTO_TEST_SUITE(cTest)
BOOST_AUTO_TEST_SUITE_END()
-134
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@@ -1,134 +0,0 @@
#include <list>
#include <tuple>
#include <boost/any.hpp>
#include "GLM.h"
#include "Core/World.h"
#include "Core/Util/Any.h"
#include <vector>
//last!
//#include "OldOctTree.h"
#define private public
#include <Engine\Core\OctTree.h>
class HardcodedTestWorld : public World
{
public:
struct LinkOctTreeAndModel {
EntityID entId;
Octree::Child* child;
glm::vec3 posxyz;
LinkOctTreeAndModel(EntityID eId, Octree::Child* ch, glm::vec3 pos)
{
entId = eId;
child = ch;
posxyz = pos;
}
};
EntityID anotherBoxTransformId;
std::vector<LinkOctTreeAndModel> linkOM;
Octree someOctTree;
//constructor
HardcodedTestWorld()
: World()
, someOctTree(AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f)), 2)
{
registerTestComponents();
//createTestEntities();
}
private:
void registerTestComponents()
{
ComponentWrapperFactory f;
f = ComponentWrapperFactory("Test");
f.AddProperty("TestInteger", 1337);
f.AddProperty("TestFloat", 13.37f);
f.AddProperty("TestString", std::string("Carlito"));
RegisterComponent(f);
f = ComponentWrapperFactory("Debug");
f.AddProperty("Name", std::string("Unnamed"));
RegisterComponent(f);
f = ComponentWrapperFactory("Transform");
f.AddProperty("Position", glm::vec3(0.f, 0.f, 0.f));
f.AddProperty("Orientation", glm::quat());
f.AddProperty("Scale", glm::vec3(1.f, 1.f, 1.f));
RegisterComponent(f);
f = ComponentWrapperFactory("Model");
f.AddProperty("Resource", std::string());
f.AddProperty("Color", glm::vec4(1.f, 1.f, 1.f, 1.f));
f.AddProperty("Visible", true);
RegisterComponent(f);
}
void createTestEntitiesTest1()
{
World& world = *this;
EntityID tempId;
//add octTree
{
//copy of mainbox
auto someAABB = AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
//draw main box first
AddBoxModel(someAABB.Origin(), someAABB.HalfSize().x, someOctTree.m_Root, tempId);
//add anotherbox in octTree
auto anotherBox = AABB(glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.2f, 0.2f, 0.2f));
//note: have to delete the box in the tree first, since were trying to move the box
someOctTree.AddDynamicObject(anotherBox);
//draw anotherbox and save it in anotherBoxTransformId
AddBoxModel(anotherBox.Origin(), anotherBox.HalfSize().x, someOctTree.m_Root, anotherBoxTransformId);
//draw the octTree
for (size_t j = 0; j < 8; j++)
{
AddBoxModel(someOctTree.m_Root->m_Children[j]->m_Box.Origin(),
someOctTree.m_Root->m_Children[j]->m_Box.HalfSize().x, someOctTree.m_Root->m_Children[j], tempId);
auto someChild = someOctTree.m_Root->m_Children[j];
for (size_t i = 0; i < 8; i++)
{
AddBoxModel(someChild->m_Children[i]->m_Box.Origin(),
someChild->m_Children[i]->m_Box.HalfSize().x, someChild->m_Children[i], tempId);
}
}
}
}//end CreateEnt
void createTestEntitiesTest2()
{
World& world = *this;
EntityID entityCollisionBox = world.CreateEntity();
ComponentWrapper transform = world.AttachComponent(entityCollisionBox, "Transform");
transform["Position"] = glm::vec3(0.f, 2.f, 0.f);
ComponentWrapper model = world.AttachComponent(entityCollisionBox, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
}
void AddBoxModel(const glm::vec3 &center, const float &halfSize, Octree::Child* child, EntityID &outEntityId) {
World& world = *this;
EntityID entityDummyScene = world.CreateEntity();
outEntityId = entityDummyScene;
ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
transform["Position"] = center;
transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSize*2.0f*0.97f;
ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
if (child->m_DynamicObjIndices.size() != 0)
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
linkOM.emplace_back(entityDummyScene, child, center);
}
};
+2 -2
View File
@@ -100,7 +100,7 @@ void OctTree::Update(float dt, World* world, Camera* cam)
{
AABB aabb;
for (ComponentWrapper& c : *world->GetComponents("Collision")) {
aabb.CreateFromCenter(c["BoxCenter"], c["BoxSize"]);
aabb.FromOriginSize(c["BoxCenter"], c["BoxSize"]);
AddStaticObject(aabb);
}
const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
@@ -118,7 +118,7 @@ void OctTree::Update(float dt, World* world, Camera* cam)
AABB box;
auto boxPos = cam->Position() + 1.2f*cam->Forward();
box.CreateFromCenter(boxPos, boxSize);
box.FromOriginSize(boxPos, boxSize);
ComponentWrapper transform = world->GetComponent(m_BoxID, "Transform");
transform["Position"] = boxPos;
ComponentWrapper model = world->GetComponent(m_BoxID, "Model");
+4 -6
View File
@@ -7,7 +7,7 @@
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Rendering/Renderer.h"
#include "Engine\Rendering\Texture.h"
#include "Engine/Rendering/Texture.h"
BOOST_AUTO_TEST_SUITE(resourceManagerTests)
@@ -19,16 +19,14 @@ BOOST_AUTO_TEST_CASE(resourceManagerTest)
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
BOOST_CHECK(!ResourceManager::IsResourceLoaded("ConfigFile", "Config.ini"));
auto m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
BOOST_CHECK_NO_THROW(ResourceManager::Load<ConfigFile>("Config.ini"));
BOOST_CHECK(ResourceManager::IsResourceLoaded("ConfigFile", "Config.ini"));
ResourceManager::Release("ConfigFile", "Config.ini");
BOOST_CHECK(!ResourceManager::IsResourceLoaded("ConfigFile", "Config.ini"));
//configfile without register
//check so output says "EE failed to load: type not registered..."
auto m_ScreenQuadNoRegister = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
BOOST_CHECK(!ResourceManager::IsResourceLoaded("Model", "Models/Core/ScreenQuad.obj"));
BOOST_CHECK_THROW(ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj"),Resource::FailedLoadingException);
//there is no error feedback to check if you try to release the wrong resources - hence that cant be tested either
}